TEXT: Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  The Bestiary 
  Monsters are everywhere in Have-Not. Some are simply animals … upgraded with high-energy 
  mutations or cybernetic machine guns. Some are robots gone feral—acting like hungry wolves. 
  Some are people who have decided to turn on their own kind. Some are … some are scary and 
  vicious and hungry for fear as well as mere meat. Those are monsters. Here’s a sample that 
  covers all that ground. Happy hunting … of course we mean you. 
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  The Bestiary...................................................................... 1 
  Urban Monsters: Things in the BoneYard......................... 3 
  Binary Siren .................................................................. 3 
  Calculation Larvae ........................................................ 4 
  Chatterpillars................................................................. 4 
  Clowns.......................................................................... 5 
  Evolved Hyenas............................................................ 6 
  Escort Level 1 ............................................................... 6 
  Escort Level 2 ............................................................... 7 
  Loner............................................................................. 8 
  Geno-Vampires............................................................. 9 
  Vampire Culture........................................................ 9 
  Gladiator Roach.......................................................... 10 
  Justice Machines ........................................................ 11 
  Soot Trolls................................................................... 12 
  Zoner .......................................................................... 13 
  Zoner Enforcer............................................................ 13 
  Everyday Monsters: Things in the Middle Ring............... 14 
  Apophis....................................................................... 14 
  Apophis, Children of.................................................... 14 
  Backhoepottomus ....................................................... 15 
  Battle Turkeys............................................................. 15 
  C-Rex.......................................................................... 16 
  Chinese Kitten ............................................................ 16 
  Colossal Land Squid................................................... 17 
  Culture Vultures .......................................................... 17 
  Desolation Worm ........................................................ 18 
  Freqs........................................................................... 18 
  Giant Scorpion ............................................................ 19 
  Hammerhead Cattle.................................................... 19 
  Imkhullu ...................................................................... 20 
  Land Crabs ................................................................. 20 
  Lost Stones................................................................. 21 
  Mutation Snakes ......................................................... 21 
  Plague Zombies (from Vector Wolves) ....................... 21 
  Roc ............................................................................. 22 
  Sand Dragons............................................................. 22 
  Sand Rat..................................................................... 23 
  Sand Trolls.................................................................. 23 
  Serket (huge scorpion)................................................ 24 
  Stalking Adad.............................................................. 24 
  Tangle weed ............................................................... 25 
  Triceraborg ................................................................. 25 
  Vaktung Bears ............................................................ 26 
  Vastum Lumbrica........................................................ 27 
  Vector Wolves............................................................. 28 
  War Dogs.................................................................... 29 
  War Pigs ..................................................................... 29 
  Wyrms......................................................................... 30 
  Wandering Robots of the Middle Ring ........................ 31 
  .30 Caliber Cricket ...................................................... 31 
  .22 Caliber Grasshopper............................................. 31 
  Cycltaurs..................................................................... 32 
  Gunslinger .................................................................. 32 
  Pinocchios .................................................................. 33 
  250 Miles to the BoneYard: Monsters in the Inner 
  Wasteland....................................................................... 34 
  Omnivores .................................................................. 34 
  Hydrogen Chloride Crawlers....................................... 34 
  Lesser Terror...............................................................35 
  Greater Terror .............................................................35 
  Cyber  Terror...............................................................36 
  Sludge .........................................................................36 
  Mech-Turtle .................................................................37 
  Combine......................................................................37 
  Rad-Serpent................................................................38 
  Violent Reek................................................................38 
  Sarin Dragon ...............................................................38 
  Slaughter Pod..............................................................39 
  Rust Soldiers...............................................................39 
  Envelopers ..................................................................40 
  Gila Monster................................................................40 
  Terrors of the Unknown: Things in the Outer Wasteland.41 
  Consumer Culture .......................................................41 
  Mech-Abomination ......................................................42 
  Kingdom of the Spiders ...............................................42 
  Giant Spiders...............................................................43 
  Tyrant Spider...............................................................44 
  Blue Snake..................................................................44 
  Salt and Pepper Complex............................................45 
  Salt and Pepper Shakers.........................................46 
  Silent Ones..................................................................46 
  Exiles...........................................................................46 
  Messengers of Namtar ................................................47 
  Nomads in the Outer Wasteland .................................48 
  Sutek Raider............................................................48 
  Sutek Priest .............................................................49 
  The Noh.......................................................................49 
  The Nature of the Noh.............................................50 
  The Uses of the Noh................................................50 
  The Burning Men.........................................................51 
  Lilliputians....................................................................52 
  The Sea of Glass.........................................................53 
  Crystal Drone ..............................................................54 
  Crystal Guardian .........................................................54 
  War Machine Cyborg...............................................55 
  Terror Bot ....................................................................56 
  Things in the Ruins..........................................................57 
  Junk Man.....................................................................57 
  Fat Gold.......................................................................58 
  Radiation Princess ......................................................59 
  Indexer ........................................................................59 
  N-Mass........................................................................60 
  Happy Fun Machine ....................................................61 
  Vending Machines of the Ancients ..............................61 
  Cam-Snakes................................................................62 
  X-System Robots ........................................................62 
  Battle Sphere (Mid-Sized) ...........................................64 
  Heavy Walker..............................................................64 
  Assault Sphere ............................................................65 
  Demented Robot Trooper............................................65 
  Crawler........................................................................66 
  SADD (Search and Destroy Drone).............................66 
  S-001 Series Assault Robot ........................................67 
  DRIADS(Distributed Radar Integrated Air Defense Systems) 67 
  The Iron Warlord .............................................................68 
  The Iron Warlord .........................................................68 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  Urban Monsters: Things in the BoneYard 
  The last truly urban environment left, the BoneYard is a seething Darwinist, capital-driven, 
  nightmare hell. On the street, the gangs might kill you. In the high-rises the lawyers are even 
  worse. Down in the sewers or in the condemned ruins within the city there are things no one 
  wants to deal with. Some of the attendees at the consortium's board meetings are even stranger. 
   
  Some of the things listed here are just "mutants" (but they are successful strains of mutation that 
  breed true—there's more than one). Some are "people" (you don't fight them—but you might run 
  into them). A few are machines. All are 'monstrous' in one way or another—and in the BoneYard, 
  they'll fit right in. 
  Binary Siren 
  Name: Binary Siren 
  AI Construct (Robot) 
  PHY 
  STR 09 
  BLD 11 
  STC 15 
  DP 75 
  Armor none 
  REF 
  COR 15 
  REA 15 
  AGI   15 
  TBH  -5 
   
  INT 
  RES 15 
  MEM 15 
  WIL   12 
  To Hit 14 
   
  Move 
  11y/s spring 
  STC Loss 
   
   
  Grapple 
  12/10 (Tai Chi fighting technique) 
  -1:5pts 
   
   
  Binary Sirens are advanced humanoid robots—Adonises or Venuses created by the few 
  Artificial Intelligences that exist in the Bone Yard. AI's are considered dangerous, 
  unpredictable, and very valuable (but the risk-to-benefit ratio is so high many corporations 
  don't use them). Their agents (often in the form of a Siren) attend meetings, travel with 
  executives, and do other things that require the "presence" of the AI. Sirens have soft 
  synthetic skin that feels almost perfect—and looks completely perfect. By law they must be 
  marked with a corporate logo facial and optical tattoo (their eyes glow with the corporate logo 
  in their pupils). 
  Sirens are often skilled HTH combatants and weapon users. They are often brought to 
  negotiations as observers—but almost never as the primary negotiator (this is because usually 
  their owners don't trust them enough to be making the deals). For their part, despite vast 
  resources, AI's usually play them as smart but not towering intellects … waiting for the 
  moment when someone (either owner or adversary) truly underestimates them. 
  Charm: The constructs (the real term is 'avatars') are called Sirens because they can make 
  you fall in love with them … and then use you. Sometimes that's done as a negotiating tactic. 
  Sometimes the executives who deal with them get caught in the AI's web. They have Charm 
  Psychology at 18-. 
  Siren's Song: Sometimes they get a psychological warfare unit installed. This is illegal—but 
  corporations are sometimes manipulated into doing it. At this point, the Siren can actually 
  stimulate the target's brain with subtle microwave emissions. It's a Resisted Attack against 
  WIL. To do this the Siren must be within 10 yards (it will not work through glass, force fields, or 
  power armor. Any degree of Telepathy will detect it.) It may be used once per encounter (it's 
  always on—but it is subtle and takes time.  
  Result 
  Effect 
  Minor 
  Target feels a warm sense of familiarly and trust. Make WIL rolls at -1 to avoid making minor 
  or easy to make mistakes. 
  Standard 
  Target feels enchanted with the siren. The target will want him/her to like them and will take a 
  moderate action to help ensure that (permitting negotiations to continue when others want to 
  stop them, for example).  
  Major 
  Target is in love with the siren. S/he will attempt to meet the siren after—and will covertly 
  begin working for the siren in a major fashion. 
  Critical 
  Target is smitten. Essentially changes sides. 
  Catastrophic 
  Target is hooked (addicted) and will suffer serious traumatic psychological withdrawal if the 
  siren leaves. This will be evident in 1 day. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Calculation Larvae 
  Name: Calculation Larvae 
  Genetically Created Being 
  PHY 
  STR 07 
  BLD 3 
  CON 10 
  DP 6 
  Armor: None 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -1 
   
  INT 
  RES 15 
  MEM 16 
  WIL   13 
  To Hit 12 
   
  Move 
  Crawl 3y/s (move on hover platform)
  Minor 
  Major 
  Critical 
  Grapple 
  None 
  2 
  6 
  12 
  Calculation Larvae are intelligent biological computers. They have vaguely human faces, 
  gelatinous segmented bodies and small sucker feet (they can climb walls—but very slowly). 
  They are about the size of a human torso. 
   
  They are brilliant, have perfect memory, and are instinctually trained in some discipline (often 
  Economics, but sometimes military tactics and other times things like psychology). They are 
  disturbed—they are schemers, they can be verbally vicious. They are utterly dependant on the 
  corporation that has created them—but often hate the same. Each works on contract (several 
  years, a certain amount of money made, etc.) When that is complete they achieve their 
  purpose in life: Metamorphosis.  
  Metamorphosis: Once in the lifetime of a Calculation Larvae, the being, when allowed under 
  contract, will under go metamorphosis. It will enter a chrysalis and 3 days later emerge as a 
  giant (5ft wing span) multi-colored psychedelic butterfly—that lives out its 24hr life span in 
  utter, chemical bliss. This is all they truly desire. 
  Disturbed: The Larvae are often pathological liars, sarcastic, passive aggressive, and 
  emotionally cruel to anyone they can influence. They can also be excellent advisors and often 
  command a good deal of money and power for their parent (literally) corporation. The junior 
  staff members under them often hate them—and any acquaintance is advised to handle them 
  with caution. 
   
  Chatterpillars  
  Name: Chatterpillars 
  Bio-weapon 
  PHY 
  STR 17 
  BLD 11 
  CON 12 
  DP 18 
  Armor4/12 
  REF 
  COR 12 
  REA 13 
  AGI   12 
  TBH  -2 
  Plates 8/16 Coverage 4 
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 14 
   
  Move 
  Crawl 9y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  11/9 
  6 
  18 
  36 
  Chatterpillars began life looking almost identical to roaches. They skitter, run from light, and 
  hide behind appliances. At a certain stage, however, they begin to burrow into the walls. Their 
  physiology alters and they begin to ravenously consume concrete and other building materials: 
  they metabolize it—becoming bigger. Over the course of about 27 hours they reach full grown 
  size: a curled chitin sphere over 1.5 yards across. When it uncurls it is a Chatterpillar—an 
  insectoid killing machine up to 9 feet long with numerous legs, each terminating in a chitinous 
  spike. They were created as a bio-weapon in the age of war and an infestation can turn a 
  skyscraper into a vertical killing zone when they hatch en-mass. 
  Stab: Chatterpillars can stab 2x per turn with a 14- to hit for 8 PEN damage. 
  Sneaky: Chatterpillars make clicking sounds when they move from their plates snapping 
  together, however, when still they can curl up and hide very well. When not moving they are at 
  -3 to Perception rolls to be seen. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Clowns 
  Of all the horrors to come from the Age of War, perhaps none is stranger than the Clown Virus. 
  The Clown Virus is a computer worm that infects the Order Fulfillment systems that relay desires 
  to the Distribution Point. The order fulfillment systems are not Have technology: they're Bone 
  Yard computer systems that collect all of the requests to the Distro point and prioritizes them and 
  relays them according to the rules of the Hierarchy.  
   
  These systems are similar, and in some cases identical, to the systems that were used during the 
  Age of Wonder; they allow those who needs goods to receive them without chaos ensuing. A 
  typical system will receive, process, and transmit tens of thousands of orders a day. It will also 
  detect when those orders are received from the Distro point and inform the requestor of the 
  pallet's (for small orders) or shipping container's (for larger orders) location in the vast, communal 
  warehouse districts that surround the Distro Point. This district, because it is maintained, policed, 
  and paid for by a variety of interests (the banks, insurance concerns, the Hierarchy, and so-forth) 
  is called the Budget Overlap Zone. 
   
  The Clown Virus infects these systems and subverts them in a subtle and ingenious way—
  infected systems will relay the orders as indicated but add to them an order for clowns. These 
  clowns are humanoid homicidal creatures. They appear to be inorganic (more like robots than 
  living creatures) and are surprisingly intelligent and versatile. Their nature is very poorly 
  understood, but it is clear that they are psychotic, sadistic, and incredibly dangerous. They arrive 
  hidden in the pallets and shipping containers, folded around the goods requested, nestled in the 
  packing foam, waiting for the lights to go out so they can unfold themselves and begin their 
  stalking. 
   
  Infection of a system is usually only detected after a senseless and horrific string of murders in 
  the BOZ and surrounding areas. The Clowns will kill until stopped, but they seem to be patient; 
  they hide and wait and choose their victims carefully. Sometimes they will hide on the underside 
  of automated trucks or stow away inside other containers so that they can be relocated to less-
  well policed parts of the city. 
   
  In the past 100 years, there have been three major clown outbreaks and several minor incidents 
  that were stopped before the clowns could claim too many lives. It is thought that there are still 
  some lurking and waiting, very patient and very deadly. 
   
  To deal with the threat, a special, independent cadre of BOZ investigators and police has been 
  created called Runners. They are a sort of elite swat team that protects the BOZ from all manner 
  of threats (theft, terrorism, industrial espionage, etc.) but the public finds their anti-clown duties 
  the most compelling and mysterious. These BOZ Runners, as they are called, stand ready to 
  track and kill this malignant, terrifying, and seemingly supernatural blight upon the Bone Yard. 
   
  Clown Stats 
  -- See JAGS Monsters 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Evolved Hyenas 
  Name: Evolved Hyenas 
  Evolved Animal 
  PHY 
  STR 09 
  BLD 06 
  CON 11 
  DP 12 
  Armor 2/4 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -1 
   
  INT 
  RES 10 
  MEM 10 
  WIL   09 
  To Hit 12 
   
  Move 
  11y/s (running on all fours) 
  Minor 
  Major 
  Critical 
  Grapple 
  2/4 
  4 
  12 
  24 
  Evolved Hyena are plains animals maliciously adapted for survival in a ruthless urban 
  environment. They're smart (well, smarter than your average Hyena), cruel, willing to slavishly 
  follow a leader and able to consider almost anything living as prey. They naturally run in packs 
  making the perfect almost-natural “gangstas.” 
  Evolved Hyena usually occupy the lowest rung of the urban combat ladder. Human gangs 
  consider them somewhere between highly expendable troops and guard dogs. They usually 
  live in filthy, remote areas of the warrens or dank alleyways—places long abandoned by 
  humans. They tend to form packs around human leaders and liven in groups of 6 to 13.  
  Evolved Hyena are physically just like hyena. They tend to be lean, mangy, and have a 
  desperate, hungry air to them. The same biological mischief that has given them vocal cords 
  and mouths that can form human speech has given them powerful jaws (although they often 
  use specially modified rigs to carry and aim weapons) and tough, leather-like skin. 
  Jaws: They bite for 5 PEN damage. 
  Leather: When decked out in leather jackets, their natural armor will be 3pts. 
  Night Vision: Evolved Hyenas ignore -4pts of darkness modifiers. 
  Crude Hands: They can open doors, and hold cards (kinda) but most importantly they can 
  use weapons with 12- weapons skills. 
  Escort Level 1 
  Name: Escort Level 1 
  Floating Gun Pod 
  PHY 
  STR 09 
  BLD 02 
  STC 15 
  DP 60 
  Armor 15/30 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -2R/-1H 
   
  INT 10 
  RES -- 
  MEM -- 
  WIL   -- 
  To Hit 14- 
   
  Move 
  9y/s 
  Minor 
   
   
  Grapple 
  3/1 
  -1:4pts 
    
    
  Escort Level 1’s are floating weapons pods that respond either to coded-verbal commands 
  (hard to fake) or to perceived threats. They’re commonly sent out with “moderately 
  expendable” executives to tough negotiating sessions as an intimidation or protection tactic. 
   
  Escort L1’s are not especially bright and when put in Aggressive Defense Mode (a term that 
  makes perfect sense in the BoneYard) they will attack anyone who looks like they’re carrying a 
  weapon (specially cryptographically encoded corporate logos will protect your forces so the 
  robots won’t fire on their own troops). This is risky: if a person is carrying anything in their 
  hands or standing up in what the robot thinks might be an aggressive posture, give it an INT 
  roll (10-) and if it fails, BLAM (the controller can override this but it’s a 5 REA Short action to 
  shout commands and give the person an RES roll at +2 to get the command sequence right). 
  Pulse Beam 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Plasma Beam 
  30 IMP 
  S 
  -- 
  -1/30y 
  40 
  The Pulse Beam is a red plasma blast. The weapon comes with a built in laser site that gives +1 to AIM 
  actions. The Escort can fire twice or aim once (5 REA) for +3 and fire. 
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  Escort Level 2 
  Name: Escort Level 2 
  Cyborg 
  PHY 
  STR 40 
  BLD 75 
  STC 14 
  DP 140 
  Armor 55 
  REF 
  COR 11 
  REA 11 
  AGI   10 
  TBH  +1R/+0H 
   
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 14 L3 
   
  Move 
  7y/s 
  Minor 
   
   
  Grapple 
  54/45 
  -1:10pts 
    
    
  Escort Level 2s (EL2s, as they are called) are cybernetic bodyguards. The full-cyber chassis is 
  a highly customized body built to order my Joshua Machine Enterprises LTD (JME is one of 
  the primary up-stream cybernetics suppliers for the Bone Yard and manufactures a good deal 
  of less expensive body work). 
  Becoming an EL2 requires a complete re-work of the subject's body; virtually every biological 
  component is replaced with a battle-ready cybernetic system. This is usually done at the 
  behest of an employer so EL2s are 1) usually chosen for their absolute loyalty and 2) EL2s are 
  often built with an over-ride mechanism in case their loyalty turns out to not be as absolute as 
  expected.  
  Physically, EL2s look like huge, hulking, humanoid machines: they look intentionally 
  formidable: their bodies are the color of rust, their "musculature" is a network of pistons and 
  pipes surrounded by heavy plates. They are extremely ugly and terrifying by design. 
  Everything about an EL2 says, "I mean business." 
  Enhanced Reaction Speed: EL2s have an initiative of 15 
  Full biological support: EL2s do not need oxygen, food, or water. They do sleep, and they 
  require recharges of chemical nutrients and their internal power supply once every 15 days 
  Sensory Array: EL2s get +2 to all perception rolls. They see in the dark and have a variety of 
  infrared and motion detecting equipment. 
  Sonar Scan: EL2s can scan a target with sonar that is capable of "looking" through clothes at 
  concealed objects (they can often detect concealed weapons) 
  Chemical Sniffer: EL2s are constantly monitoring the quality of the environment. They can 
  detect a variety of poisons, toxins, biological agents, radiation (which is not a chemical) and 
  the common components of explosives. 
  Weapons Loadout: EL2s can carry absurdly heavy weapons, built in, and often do. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Loner 
  Name: Loner 
  Cybernetic Psychopath 
  PHY 11 
  STR 21 
  BLD 19 
  CON 13 
  DP 66 
  Armor 14/47 [+2 Levels] 
  REF 12 
  COR 12 
  REA 15 
  AGI   13 
  TBH  -1R/-3H 
  Initiative 17- 
  INT  10 
  RES 11 
  MEM 10 
  WIL   10 
  To Hit 14- 
   
  Move 
  9y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  18/15 
  22 
  66 
  132 
  Okay, so there’s no such thing as a “stock” Loner—it’s more of a trend—but here’re some 
  stats for one. See, in the hyper-kinetic fast-forward world of the BoneYard people sometimes 
  snap—and when they do they go and get cybered up and start haunting the back alleys and 
  lower-quadrant streets and preying on people. So look out for them (and be careful: 
  sometimes that derelict you decide to pick on turns out to be a former executive with 10K 
  credits of cyberware weaponry). 
   
  What sets these guys off isn’t all that clear—some will stalk victims in serial killer fashion. 
  Others have some kind of turf. A few don’t start trouble but open up with built-in indiscriminate 
  automatic grenade throwers when someone tries to rustle them. It’s hard to tell—but they’re 
  bad news. So watch out. 
  Cybernetics: A Loner starts out pretty normal but is a Level 2 character (see the Levels section 
  with 12 Archetype points in cybernetics(120pts)—and 2 in leveling up—making them an illegal 
  PC under the standard rules). 
  CyberMod 
  Cost 
  Notes 
  Mk2 EndoSkeleton 
  24 
  +4/16, +2, +12 DP 
  Mk1 Reinforced Physiology 
  20 
  +16 DP 
  Mk2 Interlaced Muscles 
  16 
  +8s +2 +4DP 
  Mk1 Polymer 
  12 
  +4/8, +4 DP +4 BLD 
  Mk1 HardWired Reflexes 
  20 
  +3 REA, +2 Initiative 
     Executioner Claw 
  8 
   
     Flame Thrower Tail 
  8 
   
   
  104 
   
   
  Executioner Claw 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Energy Weapon 
  40 IMP  
  S 
  -1 
  -1/5y 
  48 
  The Executioner Claw looks like a cyber-fist. When deployed it opens into four parts revealing a 
  glowing green energized barrel that fires green lightning.  
   
  Flame Thrower Tail 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Energy Weapon 
  24 IMP  
  4x [12] 
  -0 
  4y 
  72 
  Hidden under the Loner’s trench coat is an articulated flame thrower. It’s only effective at 4 yards range 
  but within that range it’s deadly. It can be useful against multiple opponents. 
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   Geno-Vampires 
  Name: Geno-Vampires 
  Genetic Modification 
  PHY 
  STR +1 
  BLD -2 
  CON var 
  DP var 
  Armor None 
  REF 
  COR varies 
  REA var 
  AGI   var 
  TBH  var 
   
  INT 
  RES varies 
  MEM var 
  WIL   var 
  To Hit var 
   
  Move 
  Normal 
  Minor 
  Major 
  Critical 
  Grapple 
  Normal 
  var 
  var 
  24 
  Of all the modifications available for someone with suicidal tendencies who doesn't quite want 
  to check out yet but wants to look good along the way, there's vampirism. Vampires become 
  vampires by ingesting a virus that causes a severe fever which, over the course of a few days, 
  reprograms their bio system. After that, they're carriers, and it is possible to catch vampirism 
  from another vampire—but it's very rare. The treatments give the user a huge dose of the virus 
  and a cocktail of immune system suppressants. 
  The stats given above are for a regular person made a vampire. The vampire's physical 
  characteristics are unchanged what is changed follows  
  Reduced lifespan. Vampires cease to age visibly, but they tend to have their lifespans 
  shortened by a factor of 6 (so that one year as a vampire is the same as 6 years of natural 
  aging). When they "die of old age," they die of massive system failure (many systems failing at 
  once) 
  Beautiful Skin. Vampires have very faire, flawless skin and hair. They heal superficial wounds 
  at six times the normal rate and do not scar. L1 Exotic 
  Beautiful Eyes. Vampires have exotic, oddly colored eyes (their eyes may be mostly of the 
  normal color with unusual highlights). L1 Exotic (L2 when combined with Beautiful Skin). They 
  can see in almost total darkness (reduce darkness modifiers by -5). 
  Enhanced metabolism: Vampires metabolisms are greatly increased. They quickly burn off 
  any excess body fat and build a thin layer of highly defined muscle. This may give them +1 
  STR, but it makes them look quite sculpted. (L1 Exotic, L3 when combined with beautiful eyes 
  and skin) 
  Light Sensitivity. Vampires are extremely vulnerable to sunlight. They fatigue quickly when 
  exposed to intense ultraviolet light (they can't even be out on a cloudy day). Note that this not 
  supernatural: artificial sunlight will hurt them as badly as the real thing. 
  Reduced sleep cycle. Vampires need very little sleep. They tend to spend daylight hours 
  indoors, and come out at night to avoid the sun, but in exchange for much of their life span, 
  they get back a good deal of time that ordinary humans spend sleeping. Vampires sleep about 
  2 to 5 hours a night—and many nights, not at all. 
  Digestive Weakness: Vampires cannot ingest normal proteins. Their diet consists of only – 
  no. Sorry—not blood (although they can drink blood, they don't find it particularly nourishing). 
  Vampires only eat high protein liquids. 
  Vampire Culture 
  Vampire culture offers people with no future a way to enjoy the time they have. If you're not going 
  to live long, anyway, you might as well spend it partying all night long. Many vampires live in 
  continual, communal floating parties that cycle through the night. They're fun and frenetic (if 
  you're in to their kind of thing). Money's a problem. Girl vampires can find ways to use their 
  newly-enhanced bodies to make money (if you're in to their kind of thing). Boy vampires usually 
  turn to a life of light crime. Many of them know people or things. 
   
  Vampires are, in a way, horribly tragic. Mostly children—often teenagers—choose vampirism, 
  either finding a vampire party to join or going to one of the small pharam-kiosks and buying a 
  dose rod for 3c (not even all that expensive). They rarely live another decade. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  For all of their doomed fatalism, vampires themselves tend to be up—energetic, cheerful, 
  fearless. They've already cashed out. They don't have anything to hope for, so unlike the gang-
  bangers and turbo-yuppies, they've got nothing left to lose. So why not party like it's the end of 
  the world? After all, for them, the end of the world is much closer than it appears. 
   
  Floating Parties 
  Floating parties are where the Vampires hang out. They're anything-goes raves with mobile 
  (sometimes sentient) sound, light, and fog equipment. They tend to travel in empty spaces—
  abandoned warehouses, fire-gutted tenements, maze-like underground warrens, and the like. 
  They try not to attract official attention: a lot of the guests may be on someone's wanted list. 
   
  At Vampire Parties, everybody drinks; if you don't, no one will talk to you. And if they do, you 
  won't understand what they're saying. The drugs in use get you high (or low, if that's your thing), 
  but they also alter the user's perception of time and sense. Drunk, drugged vampires talk in 
  gibberish if you're sober. Their word-salad poetry makes more sense if you're stoned. In many 
  cases, the "getting to know you" phase of a conversation is mostly "getting in synch—" having 
  enough of the same kinds of dope to be speaking on the same wavelength. Those who can't hold 
  their liquor can't hang. 
   
  A lot of business goes on in Vampire parties. Not the mundane, if mildly clandestine business of 
  contracting a hit, but more interesting or idiosyncratic business. The chatter at Vampire parties 
  trades in inside information, scandalous rumors and prophecy.  
  Gladiator Roach 
  Name: Gladiator Roach 
  Level 
  PHY 10 
  STR 10 
  BLD 09 
  CON 13 
  DP 18 
  Armor 2/4 
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -1H/-1R 
  Bite: 4 PEN 
  INT    07 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
  Grapple:  
  Move 
  9y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  4/3 
  6 
  18 
  32 
  The gladiator roach is a hostile, aggressive, and disgusting specimen about a yard long. They 
  appear as dark, armored bugs with certain, dull greasiness to them.  
  Gladiator roaches are found in the wild, but they are also raised to fight in pit fights in the city, 
  hence their name. 
  Gladiator roaches stand about 3" tall when they want to, but they can flatten themselves out 
  disturbingly to slide through narrow places. They can effortlessly move through opening 3" tall 
  or larger (they're about eighteen inches wide and can compress in that dimension, to. 
  Gladiator roaches often haunt ruins, searching mindlessly for scraps of food left behind but 
  also breed in the towers of the 'Yard. 
  Serrated Legs: Can make up to 4 4pt PEN attack against a grappled target. The legs, by 
  virtue of being covered with tiny, hook-like blades, add 3 to the roaches grapple as well. 
  Mandibles: +1 Grapple Score 
  Enhanced Toughness: Gladiator Roaches are quite a bit tougher than their size suggests. 
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Lawyer On Retainer 
  VIP's don't get carted away by 
  Justice Machines. For 100c/month 
  (first 3 months up front) you get an 
  electronic barrister who will review 
  all documents. The people running 
  Contract Jobs (the scam described 
  in the story) never file their contracts 
  with the lawyer—so even if signed, 
  it's not enforceable. 
   
  Of course the slickly dressed man in 
  the briefcase couldn't convince a 
  guy with 100c a month to deliver 
  hard-copy for 2c a week anyway 
  (and the delivery is just a front really: 
  the value is when, inevitably, the 
  mark screws up during the first 
  week). But related scams do get run 
  further up the food chain—and 
  having a lawyer on call never hurts. 
   
  This message is brought to you by 
  Alfred Artilects and Spawned 
  Processes. Do not choose AI 
  Representation on the basis of an 
  advertisement alone. 
  Justice Machines 
  The world is falling apart. Even with the last working Distribution 
  Point, the civilization that is the BoneYard is a violent chaotic one 
  that has all the cultural etiquette of knife fight. The Hierarchy is 
  committed to winning—and that means keeping things under 
  control.  This intent has led to the Dictum of Civilization: 
   
  "When one enters into a contract it will be enforced (if possible)—
  and when one commits a crime, it will be punished." 
   
  The results of this are Court TV and the Justice Machines. When 
  you enter into a contract—an official one (with a retinal scan, a 
  DNA print, and a bio-metric "fingerprint"—all of which can be done 
  by a simple briefcase sized device) you are "part of the machine"—
  part of the social order necessary for a working state. If you are 
  said to be in breach of contract the Machines will come for you. 
  And they will take you to the court house. 
   
  Here is the story. 
   
  Hamm isn't a stupid man—desperate, yes. On hard times certainly. 
  But not stupid. When the town of Winter's Edge out in the Middle 
  Ring collapsed he and his family boarded a refugee transport that 
  took them to the 'Yard. They're supposed to get relocated (but 
  none of the other towns want refugees) and their stipend just ran 
  out. The family is living in the violent, confusing warrens … and 
  Hamm needs to do something to make ends meet. He's taken a 
  job at the Dry Docks, loading and unloading trucks and hover-craft. 
   
  Then one day, coming home on the tram (and he's still scared—
  because the city is a scary place and everyone is armed and he still can't make heads or tails of 
  the signs and navigational marquees—if he misses his stop he's lost). One day he's coming back 
  and this guy next to him makes him an offer: he becomes a HardCopy Delivery Agent for 2c per 
  week. All he has to do is pick up the package each morning before working hours start and take it 
  to the building just down the street. It's simple. The money gets deposited automatically. Hamm, 
  the guy in the slick suit tells him, "You seem a trustworthy sort—I can tell. And we need coverage 
  on this route. The networks aren't stable enough for the traffic. Can I trust you?" 
   
  "Yes," says Hamm. Even 2c a week (which is a good deal in the Middle Ring) will help here. So 
  the man opens the briefcase and takes the scan … and signs him up. The first day after, right 
  before work, Hamm is there, ready to get the package—and he does. And he delivers it—and 
  he's looking forward for that extra dough to get ahead on the rental costs for their area of corridor 
  where the family sleeps in converted shelving units. But on the second day, there's a problem: 
  someone's wrecked the Orange Line's track and its 45 minutes late. Hamm delivers the package 
  late … after working hours. No one says anything. The girl behind the scratched bullet proof glass 
  takes it sullenly and files it without a word. He's sure he's okay. Until the evening that is. 
   
  The Justice Machines with whirring rotary machine guns come drifting down the halls like 
  specters. People in the warrens get the hell out of their way—until they stop … right next to 
  Hamm. 
   
  "Submit to tether, citizen." Says the hollow voice—and Hamm, terrified (and rightfully so) does. 
  And he's taken—out and down, and to a transport … and to the hall of justice. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  That's where he learns what this was really all about. “Blood and Circuses.” The courts don’t have 
  space or money to keep people locked up indefinitely. The Hierarchy facing the possibility of a 
  pan-human negative birthrate doesn't allow execution for minor crimes, like breach of contract … 
  but it does permit restitution: payment. In this case, part of the proceeds from Hamm's Pay-Per-
  View Court TV event will go to the man with the briefcase. About 30c … but if the man signs up 
  10 people a day … 
   
  The Events are like the ancient game shows and range from the simply humiliating to the 
  dangerous, to the deadly. Hamm probably won't draw a deadly one—but he may come 
  staggering home two days later, bloody, bruised, and possibly fired for missing work. 
   
  And the guy with the briefcase? Ka-Ching. Ka-Ching. Ka-Ching. 
  Name: Justice Machine 
  Machine 
  PHY 
  STR 32 
  BLD 60 
  STC 15 
  DP 300 
  Armor: 4 / 11 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +0 
  Plates: 10 / 20 Coverage 6 
  INT 
  RES 12 
  MEM -- 
  WIL   -- 
  To Hit 14- 
  Arms: STR 11  
  Move 
  Hover Engine 8y/s 
  STC Loss 
  Sensory 
   
  Grapple 
  8/13  
  -1:20pts 
  Standard 14- 
   
  Justice Machines are run by the courts. They appear as grim floating humanoid torsos and 
  armored heads. Their arms terminate in weapons (small spindly arms come from their 
  underside). Their sensors cast red targeting lasers from them. They are dull gray—almost 
  black. They are feared. 
  Gattling Gun 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Bullet 
  25 IMP 
  5x[16] 
  .25 
  -1/200y 
  3200 
  These guns are light-caliber but quite deadly. It fires a hail of bullets. They sometimes have heavier 
  weapons and have metallic weave tethers for taking prisoners to the transport. These can be electrified 
  for up to 12pts of Electrical damage (no roll to hit). 
   
  Soot Trolls 
  Name: Soot Trolls 
  Accident 
  PHY 
  STR 09 
  BLD 11 
  CON 11 
  DP 12 
  Armor 2/4 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -1 
   
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  4y/s but can sprint 8y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  5/3 (Tentacles of slime) 
  4 
  12 
  24 
  Soot Trolls are simple, voracious animals that are born and thrive in the thick industrial pollution 
  generated by the Bone Yard's boom pharmaceutical industries. Soot Trolls may have been 
  created—a lab experiment gone horribly wrong, or they may have simply evolved from the hyper-
  complex post-industrial stew that leaks and seeps and pours from the great bio-factory's 
  machinery's. They are most often found in the worst of the sewers and illicit toxic waste 
  repositories. 
  Soot Trolls look like masses of thick black sludge—tar or oil, in some cases. They have "nuclei" that 
  look like late-stage human embryo. The embryo-nuclei house what nervous-system they have. 
  Their blind, unformed eyes are incapable of seeing the world, but Soot trolls hunt by smell and 
  taste. 
  Their bodies are acidic and they attack by enveloping and ingesting living material. They can be 
  killed by sustained assaults on the masses of their bodies, but they are most vulnerable to attacks 
  directed at their cores. 
  Vulnerability: A Penetrating attack that hits by 7+ will kill if it does 1pt of damage and penetrates. 
  Burning Embrace (Acid attack with grapple): When a target is grappled the Soot Troll can burn it 
  for 8 IMP damage per turn. While the same grapple remains, this will ignore 1pt of armor the first 
  turn, 2 points on the second, and 4pts on third. The burning is a 5 REA Medium action (it can do it 
  twice a turn). 
    
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Zoner 
  Name: Zoner  
  Street Thug (Gang Member) 
  PHY 12 
  STR 12 
  BLD 12 
  CON 12 
  DP 27 
  Armor 15/30 Cover 6 
  REF  12 
  COR 12 
  REA 12 
  AGI   12 
  TBH  -2R/-1H 
  (ballistic Battle Plate) 
  INT   09 
  RES 09 
  MEM 09 
  WIL   09 
  To Hit 14- 
   
  Move 
  9y/s 
  Minor 
   
   
  Grapple 
  6/4 
  9 
  27 
  54 
  Zoners are the guys who pick a stretch of street or industrial park or the floor of your warren 
  and claim it. Sometimes there’s another group that claims that area too and they fight it out—
  more commonly the Zoners just wind up paying off the bigger gangs and act as “tax collectors” 
  for them. They’re vicious, brutal, and often diseased or degenerately mutated. The Zoner 
  Enforcer (below) is the heavy firepower of the group—he (or she) might not be the “leader” but 
  the Zoners exist to back up their enforcer. These are built as L1 characters (+8 Xp). They have 
  1 Archetype point spent for +5 DP. 
  Mars-Cor .40 Rotary SMG 
  Cost 
  Dam 
  ROF 
  Ctrl 
  Range 
  Clip 
  Bullets 
  LVL 1 
  Y 
   
  60/100c 
  11 
  6x/8x/16x 
  [20]/[32]/[64] 
  -1 
  -1/13y 
  2000 
  The Mars-Cor .40-cal Rotary Barrel SMG is a small hand-held 
  gattling gun. It has three settings from high rate of fire to very high 
  to uncontrollable. It makes a killer whirrrhh sound when it starts up 
  and it means business. "Firing it up" is a 5 REA medium action. 
  Switching the ROF selector is a 5 REA Medium action. Comes with 
  a laser sight to give an additional +1 to any aiming action. The box 
  of 2000 rounds can be carried with a shoulder strap or a backpack: 
  it weighs 30lbs. 
   
   
  Zoner Enforcer 
  Name: Zoner  
  Battle Mutant 
  PHY 13 
  STR 28 
  BLD 68 
  CON 13 
  DP 86 
  Armor 17/28 Coverage 5 
  REF  12 
  COR 12 
  REA 12 
  AGI   12 
  TBH  -2R/-1H 
  6/23 Coverage Full 
  INT   09 
  RES 09 
  MEM 09 
  WIL   09 
  To Hit 14- 
  (2 Levels increase) 
  Move 
  8y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  38/32 
  29 
  84 
  168 
  This example of a Zoner Enforcer is a Level 2 Combat mutant (2 Experience based Ap spent 
  on armor). He looks like a massive, obese man with three mouths and dark “cockroach” armor 
  plates sprouting from his scabby skin. He’s nasty to look at and even nastier to fight with. His 
  fingers end in filthy taloned claws. He has spent 10 AP in Mutant for a total of 32  
  Ability 
  Cost 
  Notes 
  Large 
  24 
  1000 lbs! 
  Heavy Armored Shell 
  6 
  5/12 Coverage 5 
  Talons 
  2 
  48 PEN claw attack (20 with Massive Physique) 
  Many Mouths to Feed 
  0 
  Three mouths sprouting from it’s face 
  Ooze 
  -4 
  Oozes stinking slime 
  Hideous (growths) 
  -2 
  Has wicked facial cancers 
  Massive Physique 
  12 
  +2 size classes of damage 48 PEN 
   
  38 
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  Everyday Monsters: Things in the Middle Ring 
  Sandwiched between the Inner Wasteland and the Outer Wasteland is the Middle Ring—a place 
  where life and civilization tries to hang on and survive. Often it fails due to natural forces, the 
  presence of toxins, disease and decay, or because of the actions of other men. But the most 
  apparent, ever-present danger, is the fact that mankind (including cyborg and mutant) is no 
  longer at the top of the food chain. 
   
  Life is not just a battle against the elements—continued existence is a matter of kill or be killed … 
  where human kind's intellect is, alone, often not up to the job. 
  Apophis 
  Name: Apophis 
  Massive mutant reptile 
  PHY  12 
  STR 32 
  BLD 44 
  CON 12 
  DP 66 
  Armor 4/8 
  REF  12 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +1R/+2H 
   
  INT    07 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  14y/s, can strike at 9 yards range 
  Minor 
  Major 
  Critical 
  Grapple 
  50/43 
  22 
  66 
  132 
  Apophis are massive, fertile snake gods over 12 yards in length. They "shed" living, hostile, 
  reptile-like creatures. Aphohis spawn children until the land around them is ravaged and they 
  starve for lack of prey. They can spawn dozens of children a day. 
  While the apophis is alive the children will serve it, hunting for it and guarding it. Once it is 
  dead, they scatter, and can mutate becoming their own apophis. 
  Serpent:  Constrict for 26pts of damage each turn if something is grappled in their coils. 
  Regeneration: Every 3 seconds an apophis will heal 22 DP until at Serious condition (having 
  taken 66 DP) at which point regeneration stops. 
  Apophis, Children of 
  Name: Children of Apophis  
  Man-sized mutant reptile (spawn) 
  PHY 13 
  STR 13 
  BLD 13 
  CON 13 
  DP 24 
  Armor 2/4 
  REF 
  COR 11 
  REA 13 
  AGI   11 
  TBH  -1 
   
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 14 
   
  Move 
  11y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  8/6 
  8 
  24 
  48 
  The Children of Apophis are fast, bird-like reptiles. They sprint, hunt intelligently, and attack 
  relentlessly. They run on two legs and have clawed feet and hands. They are fast, toothy, and 
  make hissing noises before they strike. 
  Street Fighting: L3 14- 
  Claws and Teeth: 6 PEN slash, 5 PEN bite 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Backhoepottomus 
  Name: Backhoepottomus  
  Natural Cyborg 
  PHY  14 
  STR 130 
  BLD 720 
  CON 14 
  DP 750 
  Armor 22/44 
  REF  09 
  COR 09 
  REA 11 
  AGI   09 
  TBH+4R/+3H 
   
  INT   07 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 10 
   
  Move 
  6y/s walk, 9y/s sprint 
  Minor 
  Major 
  Critical 
  Grapple 
   
  250 
  750 
  1500 
  The backhoepottomus could never be mistaken for a natural creature. They are cybernetic 
  organisms—about half organism and half artifact. There is considerable speculation about 
  their original purpose. Excavation, possibly. Construction, maybe. It is unclear. 
  The Backhoepottomus is a huge, fat beast weighing several tons or more. It appears stocky 
  and sluggish, but they can move surprisingly fast when they need to. The backhoepottomus's 
  "face" is a tractor-blade or ram-plate. From the base of its spine comes a powered shovel. 
  Backhoepottomi usually travel in small herds of five to sixteen. They are somewhat aggressive 
  under the best conditions, but once they define a territory as "theirs" they will intimidate and 
  attack anything in it including most vehicles. 
  Backhoepottomi dig and landscape their areas, excavating ruins, building tunnels and pits, 
  and otherwise obliterating whatever was there. There seems to be some method to their 
  activities: they either find or somehow know of buried and underground installations. 
  The lifecycle of the backhoepottomus is a mystery. Their "cybernetics" appear machined but 
  under close inspection, they are found to be organically grown—the backhoepottomous's 
  biology is capable of consuming, melting down, and redistributing metallic compounds into 
  working cybernetic parts. A considerable part of their time is spent finding and consuming 
  sources of metal (either natural or from "victims.") 
  Charge (Ram Plate): Backhoepottomi tend to charge their victims. Their heads are re-
  enforced metal shields. They can do a lot of damage. A ram will do 400 pts of damage if 
  moving at a sprint and hitting with the blade (if the target is trapped against a wall or heavier 
  than the animal it will do1200pts). The animal will suffer ¾ of the damage dished out if it hits a 
  wall capable of withstanding it (most walls won't—but a super-reinforced vault or armored 
  vehicle would). The Tractor Blade does act as 100pts of armor, however. 
  Hoe (Tail Lash): The "back hoe" is usually used for digging, but in a pinch, it can be used to 
  smite annoyances. A smack will do 40 Impact damage. 
  Crush:A trample attack will do 150pts of damage 
  Battle Turkeys 
  Name: Battle Turkeys  
  Mutant animal 
  PHY  08 
  STR 09 
  BLD 08 
  CON 10 
  DP 8 
  Armor 8/16 
  REF  10 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -2R/-1H 
   
  INT    08 
  RES 08 
  MEM 08 
  WIL   12 
  To Hit 14 
   
  Move 
  9y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  3/2 
  3 
  8 
  16 
  Battle turkeys are large, mean bird-like creatures. They look like fat turkeys, with metallic 
  feathers and beaks. Unlike natural birds, they are solid and muscular. Battle turkeys are very 
  aggressive; they are natural fighters. They can be trained and, after a fashion, domesticated. 
  They are relentless carnivores and appear to enjoy attacking and feasting on their prey. Battle 
  Turkeys are favorite "pets" of warlords and raiding parties. They do not, and cannot be trained 
  to take prisoners. Once the turkeys are unleashed, they will attack until their enemies are 
  vanquished or they are destroyed. They shed "feathers" which can be used to make light 
  weight, effective plate armor. 
  Bite: 5 PEN, Razor Sharp Feathers: Grappling with, hitting, or being side-swiped by a battle-
  turkey does an immediate 2p PEN attack from cutting feathers. 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  C-Rex 
  Name: C-Rex 
  Cyborg Dinosaur 
  PHY 
  STR 109 
  BLD 500 
  CON 14- 
  DP 1000 
  Armor: 30/60 Cover 4 
  REF 
  COR 13 
  REA 14 
  AGI   13 
  TBH  +4R/+4H 
   
  INT 
  RES 07 
  MEM 12 
  WIL   16 
  To Hit 13- 
   
  Move 
  15y/s (sprint 30y/s) 
  Minor 
  Major 
  Critical 
  Grapple 
  120/100 
  333 
  1000 
  2000 
  The C-Rex is a lot of people's worst nightmare: a cybernetic Tyrannosaurus Rex—several tons 
  of Jurassic Predator upgraded with cybernetic machine guns, rocket launchers and metallic 
  armor plate. While they can exist anywhere, they are often found picking over material in the 
  ruins (they vastly prefer biological food but seem to be able to metabolize concrete). Stats 
  here are for a full grown adult. Older Rex's have bigger guns. Younger ones have weapons 
  equivalent to the SAW or even M-16s (babies). 
  Bite: 96 PEN 
  Tail Lash: 8 yard range 48 IMP 
  Rocket Pod (shoulder mount):  
  Rocket Pod 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Bullet 
  30 X 
  6x 
  -- 
  -1/200y 
  6 
  The Rocket Pod fires all six rockets at once and they can be fired at up to 3 different targets. Each 
  rocket has a 2 yard RAD. If it misses by 1, it hits for ½ damage. The minimum Damage Mod of +4. 
   
  Twin Machine Guns (either side of mouth):  
  .50-Cal Machine Gun 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Bullet 
  115 PEN 
  3x [8] 
  -1 
  -1/200y 
  2400 
  The .50-caliber machine gun does 115 damage. The more common .30 Cal does a mere 30 PEN.  The 
  C-Rex eats metal to regenerate ammunition. 
   
  Chinese Kitten 
  Name: Chinese Kitten 
  Mutant animal 
  PHY 13 
  STR 42 
  BLD 150 
  CON 13 
  DP 150 
  Armor 30/60 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +3 
  Bite: 24 PEN 
  INT 
  RES 09 
  MEM 09 
  WIL   12 
  To Hit 12 
  Claw: 20 PEN 
  Move 
  11 y/s, 20 yard leap 
  Minor 
  Major 
  Critical 
  Grapple 
  74/62 
  50 
  150 
  300 
  No one is quite sure how these bizarre creatures are named or where they originated. They 
  grow in the desert in giant eggs that are photosynthetic and hatch into 1-ton white, incredibly 
  fluffy kitten-like animals. 
  Chinese kittens are all female—that is, they are capable of laying more eggs and reproducing 
  asexually. Once hatched, the kittens are carnivores that supplement their diet with 
  photosynthetic sustenance. 
  In terms of personality, Chinese Kittens are very much like natural kittens—playful, sometimes 
  sadistic, and often lazy. 
  Chinese Kittens are highly sought-after as curiosities and pets by those with the resources and 
  bravery to keep them. 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Colossal Land Squid 
  Name: Colossal Land Squid 
  Semi-Domestic Mutant Animal 
  PHY 
  STR 24 
  BLD 20 
  CON 12 
  DP 24 
  Carapace 5/14 coverage 4 
  REF 
  COR 14 
  REA 12 
  AGI   12 
  TBH  -1 
   
  INT 
  RES 08 
  MEM 13 
  WIL   12 
  To Hit 14 
   
  Move 
  8y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  32/27 
  8 
  24 
  48 
  The Colossal Land Squid is a 300 lb cephalopod that lives on land. Rust-red in color, with 
  several tentacles (each lined with a small bone spur that can rotate 360-degrees for gripping) 
  they are fearsome in combat. They are also very smart. They can be domesticated and kept 
  as "hunting dogs" by some of the gentry. In the wild they are dangerous predators. 
  Tentacles: Long reach (grapple improved as above). A squid can hold up to 3 human sized 
  targets simultaneously. 
  Beak and Claws: The Beak bites for 16 PEN (it must first have a Grapple and a Standard 
  success or better). Each turn a held creature can be clawed for 7 PEN damage. 
  Culture Vultures 
  Name: Culture Vultures  
  Mutant birds 
  PHY  08 
  STR 09 
  BLD 01 
  CON 10 
  DP 3 
    
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -3R/-2H 
   
  INT    11 
  RES 11 
  MEM 13 
  WIL   10 
  To Hit 12 
   
  Move 
  Flight at 15y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  2/0 
  1 
  3 
  6 
  Culture Vultures are ugly, evil-looking scavengers. They prowl the skies, looking for carrion (or 
  nearly-carrion) to feast on. They are intelligent and can communicate in human tongues. They 
  are not evil, or even especially sadistic, but they inevitably see others misfortune as their gain. 
  They travel in groups as many as 3, but they are loners by nature and tend to quarrel and 
  fight. 
  Culture Vultures have a set of beliefs about their place in life. They see themselves as the 
  stewards of the final descent and disappearance of humankind (they are the "cleanup crew"). 
  They see each individual death as part of the larger whole—the slow extinction of the species. 
  They believe that they (their descendents) will inherit the earth and be the next dominant race. 
  To this end, the Vultures collect artifacts of human kind. They want, especially, things that 
  show what kind of species humanity "was"—they are interested in books, recordings, clothes, 
  jewelry. They do not care about the value of their collections, but many of the things they 
  desire have value. 
  As such, Vultures are often willing and able to trade. They keep their collections (museums, 
  they call them) in high remote places. They take special care not to be seen coming and 
  going. 
  Cybernetics: Culture Vultures are often (20%) cybernetic. Their systems work easily with wet-
  mods intended for humans. They often have 40 points spent on cybernetic upgrades including 
  communications and sensory gear and weapons systems. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Desolation Worm 
  Name: Desolation Worm 
  Mutant Insect 
  PHY 10 
  STR 10 
  BLD 09 
  CON 11 
  DP 09 
  Armor 2/4 
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -1H/-2R 
  Bite: 4 PEN 
  INT    07 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  12 y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  4/4 
  3 
  09 
  18 
  A desolation worm is a massive millipede—an insectoid worm almost 3 meters in length. 
  Desolation worms are aggressive; they have to be. Their life-cycle requires death. Desolation 
  worms lay their eggs in freshly dead bodies. They are fertile once per year, and can lay up to 
  1000 eggs. The eggs take a month to gestate and the worms are fully-grown and ravenous 
  when they hatch. 
  It is not unusual for a graveyard to erupt with hundreds worms at the worst possible time. 
  Mass graves and battlefields are especially dangerous. 
  Alive, desolation worms are vampyric. They drain blood through their jaws. Desolation worms 
  hunt the living silently, but relentlessly 
  Serpent: +4/+4 Grapple 
  Vampire: 8 PEN attack after a successful grapple for 5 REA. Ignores armor; hits 
  automatically. 
  Silent: L3 Stealth 14- 
  Freqs 
  Name: Freqs 
  Human-Cyborg Barbarians 
  PHY  08 
  STR 12 
  BLD 09 
  CON 11 
  DP 15 
  Armor varies 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -0R/-1H 
   
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 13 
   
  Move 
  8y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  6/4 
  5 
  15 
  30 
  No one knows where Freqs come from originally. Somewhere up in the Outer Wasteland's 
  Northeast desert to be sure—but after that, it's unknown. They come down a stretch of desert 
  known as the Freq-Corridor. They appear as humans—usually bald—with yellowish skin. Their 
  teeth are filed to tips and their skulls have been opened and black, blocky radio gear has been 
  implanted and somehow fused with the nerves and flesh. 
   
  They don't talk. They always smile (a predatory, insane, idiot smile). They drive dune-buggys 
  and fire weapons and wield knives. Freqs are raiders, coming to villages, slaughtering the 
  inhabitants, and taking what they can. They attack convoys, individuals, and installations. 
  They don't fear death, but they can be crafty. 
   
  Their name comes from the fact that one can pick up their "signals" on the radio (on certain 
  frequencies). They don't "talk" on these channels but the sounds (disturbing sounds) they 
  make are used to communicate—even to think in some group mass-mind fashion. 
  Weakness—Jamming signals: Compounds out in Freq territory have Jammers. So long as 
  you can broadcast noise at a certain frequency the Freqs won't come close (if they're forced 
  to, they take -4 to all rolls in the presence of jamming not related to escape). 
  Feel No Pain: Freqs are not stunned but can be Dazed or knocked unconscious. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Giant Scorpion 
  Name: Giant Scorpion 
  Mutant Animal 
  PHY 08 
  STR 02 
  BLD 02 
  CON 10 
  DP 4 
  Armor 2/4 
  REF 11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -3R/-2H 
   
  INT   07 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  4/0 
  Minor 
  Major 
  Critical 
  Grapple 
  8/6 
  2 
  4 
  8 
  Giant scorpions range from about 2' in length to over 4' (tip to tail). They appear to be 
  arachnids, related to smaller, regular scorpions (which are also somewhat common in the 
  desert), but they are wholly different animals.  
  There are many varieties of Giant Scorpion, often varying in size, coloration, and behavior. 
  Some species are nomadic, wandering and hunting, Others form lairs. In either case, they 
  tend to be relentlessly violent, rarely retreating from combat. 
  Giant scorpions travel (or lair) in groups of 1-4. It is not uncommon to find them alone (but 
  areas that support them often support more than one. There are, however, some species that 
  travel in huge packs of more than 100. With these, carpets of giant scorpions crawl through 
  the desert like army ants leaving nothing in their trail. 
  Some species hatch from eggs and spawn asexually. Others have queens that tend to be 
  hidden in underground lairs—bloated, helpless things the nest will do anything to defend 
  Poisonous Sting: Giant scorpions have toxic tails. The toxin is usually CON (for most 
  species) or CON+2 for especially poisonous ones. The tail, itself, hits for 4 points PEN, and 
  can inflict the poison if it penetrates. The toxin is strongly resisted by CON and BLD. 
  There are species of scorpions whose toxin is much more potent (a kind of nerve gas), with 
  power equal to 18, not strongly resisted. These area very rare and valuable – both in death 
  and even more so, alive. 
  Grappling Pincers: Giant scorpions have pincers they use to grab and hold their prey. The 
  pincers add +4 to their offensive grapple and do 4pts PEN with a squeeze. 
  Hammerhead Cattle 
  Name: Hammerhead Cattle 
  Mutant Animal 
  PHY  
  STR 29 
  BLD 100 
  CON 13 
  DP 100 
  Armor 4/14 
  REF 10 
  COR 10 
  REA 10 
  AGI   11 
  TBH +2R/+1H 
   
  INT   07 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  9y/s run, 11y/s sprint 
  Minor 
  Major 
  Critical 
  Grapple 
  55/47 
  33 
  100 
  200 
  Hammerhead Cattle are a bit ridiculous to look at—a white cow (black spots) whose skin is 
  rough armor like a shark's (it makes a fine armored leather, though, if you know how to work it) 
  and a head that terminates in a distinctive hammer-like-full-of-multi-rows-of-teeth maw. 
  They're good eating and not too dangerous if handled properly. They produce drinkable milk. 
  Jaws: Bite for 24 PEN damage 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Imkhullu 
  Name: Imkhullu 
  Monster 
  PHY  13 
  STR 37 
  BLD 100 
  STC 14 
  DP 280 
  Armor 12 
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +2/+2 
  Punch: 35 IMP 
  INT    14 
  RES -- 
  MEM -- 
  WIL   14 
  To Hit 12 
  Scythe Blade: 48 PEN 
  Move 
  23y/sec stride 
  Minor 
  Major 
  Critical 
  Grapple 
  56/47 
  -1/20 
    
    
  The Imkhullu (literally, “evil wind”) are strange and terrifying creatures. They look, from a 
  distance, like walking dead trees. Vaguely humanoid, they tower 14'-20' tall. Their emaciated 
  bodies appear sculpted from bleached wood. The Imkhullu have three arms with scythe-like 
  blades that they use to "reap" their prey. Their narrow bodies are topped by horn-like heads; 
  they cannot speak, but they cry out mournfully. 
  Very little is known about the Imkhullu. They come only in storms, attacking from total 
  darkness. They often only slaughter, but sometimes steal people away. Their voices are 
  distinctive and sad and can be heard over the wind. 
  Land Crabs 
  Name: Land Crabs 
  Mutant Animal 
  PHY 
  STR 11 
  BLD 11 
  CON 11 
  DP 18 
  Armor 4/8 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +0 
   
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  10y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  9/7 
  6 
  18 
  32 
  Like the scorpions, the land crabs have the appearance of a normal animal grown to giant size 
  but the details of their lifecycle belie this. Land crabs are large (4 to 6 feet across), but lighter 
  than their size would indicate. They usually live in rocky areas, hiding in shallow ditches or 
  caves. They live in family groups of 6 – 20. 
  Land Crabs need mammals to reproduce. They have horrific spider-like characteristics; their 
  bite paralyzes, they have spinnerets on their bellies to imprison their incapacitated prey, and 
  they lay eggs. 
  Unlike scorpions the land crabs have a sinister animal intelligence. They can stalk their prey, 
  raid human settlements, and lay ingenious ambushes for pursuers. 
  Paralyzing Bite: The bite of a land crab causes paralysis. Crabs must be in close combat and 
  have their prey grappled before they can bite. The venom is PWR 13 and is strongly resisted 
  by CON and BLD. 
  Gripping Pincers: The crab's pincers add 4 to their grapple and can do 4pts PEN damage, 
  but they only rend victims they don't want to take for breeding purposes. 
  Spinnerets: Land crabs can only use their spinnerets on victims that are pinned or paralyzed 
  (or otherwise unconscious). 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Lost Stones 
  Name: Lost Stones 
  Strange 
  PHY   11 
  STR 13 
  BLD 21 
  STC 14 
  DP 56 
  Armor 4 
  REF   11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +1R/+0H 
  Bite: 5 PEN 
  INT    ?? 
  RES ?? 
  MEM ?? 
  WIL   ?? 
  To Hit 12 
  -1 STC / 4 Damage 
  Move 
  4y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  10/8 
  -- 
  -- 
  -- 
  Lost stones are found in dry, dark places. They appear as clusters of rocks, sometimes found 
  in odd or ominous patterns (arrows. Rings). They can move, forming leg-like appendages and 
  moving like clumsy, crippled toads. They are head-less and blind, but, but they have mouths 
  and can call out with human voices. 
  Lost Stones cry in the darkness, pleading for help. For rescue. For company. Sometimes, they 
  simply wail—a bone-chilling sound of utter disconsolation. Should anyone answer their cry, the 
  stones will fall upon them using cover of darkness to hide their murderous intent. 
  The stones do not appear to be intelligent. In fact, they barely appear alive. Their nature and 
  the source of their understanding of human nature (how they know what to say to draw people 
  to them) is unclear. 
  Mutation Snakes 
  Name: Mutant rattle snakes 
  Mutant Animal 
  PHY  08 
  STR 02 
  BLD 01 
  CON 10 
  DP 4 
  Armor 2/4 
  REF 
  COR 11 
  REA 11 
  AGI   12 
  TBH  -4R/-2H 
   
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 13 
   
  Move 
  9y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  4/4 
  4 
  12 
  24 
  These are big rattle snakes. Big. Dangerous. Aggressive. Like most mutant animals, they are 
  biologically more a parody of rattlesnakes rather than a relative, but in terms of behavior they 
  are quite similar. Mutant rattlesnakes are stealthy (cold blooded—invisible to infrared) and 
  silent—unless they want to be. Rattles from mutant rattlesnakes are nicely prized and are sold 
  in way stations and truck stops. Their hides make nice boots and belts. 
  Serpent: +4/+4 Grapple ; -1 R; Natural Stealth 14- 
  Keen Senses: Smell perception 14- (tongue) 
   
  Plague Zombies (from Vector Wolves) 
  Name: Plague Zombies 
  Product of Vector Wolves 
  PHY 
  STR 12 
  BLD 11 
  STC 14 
  DP 42 
   Bite 2pts 
  REF 
  COR 09 
  REA 09 
  AGI   09 
  TBH  +0 
   
  INT 
  RES 07 
  MEM 07 
  WIL   -- 
  To Hit 12 
   
  Move 
  5y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  6/4 
  -1/3pts 
    
    
  Creatures bitten by vector wolves or other plague zombies will become plague zombies. 
  These creatures are actually collective organisms consisting of a very potent and destructive 
  virus and several complex forms of bacteria. Together, the virus/bacteria combination is called 
  Chrysalide C12. 
  Chrysalide C12 attacks and the central nervous system of higher order organisms (mammals 
  and reptiles are vulnerable). It also produces colonies of bacteria that produce the viscous 
  mucous that oozes from Plague Zombie's openings and flows through their blood stream. The 
  mucous acts as an external circulatory system and even as a redundant nervous system 
  which allows the zombies to continue to physically function even after experiencing extreme 
  trauma (in effect, the host organism is no longer alive, but its individual cells are). 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  The infection matures quickly in a dead organism, taking anywhere from 45 minutes to 4 hours 
  to reach a point where the host is effectively re-animated. At this point, the collective is 
  operating the body, transmitting signals through "neurological pathways" suspended in the 
  organic fluid. 
  This is not to imply that plague zombies have any intelligence. Collectively, they are capable of 
  sensing and attacking biological material. In the absence of host material, they will wander 
  aimlessly or go dormant waiting for the unwary to wander by. 
  Roc 
  Name: Roc 
  Mutant Animal 
  PHY  10 
  STR 10 
  BLD 07 
  CON 10 
  DP 12 
  Beak Attack: 8 PEN 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -0/0 
   
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  Fly at 23 y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  3/1 
  4 
  12 
  24 
  Roc are big birds. Their wingspan is over 12' fully extended. They can glide for miles and then 
  dive with alarming speed. Roc are carrion eaters, but they're also hunters and not above 
  attacking a particularly tasty looking would-be meal. 
  They live in high trees in remote places and hunt at twilight and night. They usually drop onto 
  their prey, attacking from surprise and then making all-out attacks to bring them down. 
  Due to their size and weight, getting airborne again is tiring and difficult, requiring three 
  sequential long actions. 
  Sand Dragons 
  Name: Sand dragons 
  Mutant 
  PHY 12 
  STR 32 
  BLD 50 
  CON 12 
  DP 66 
  Armor 8/16 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +1 
   
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  11 y/s above ground, 3y/s below 
  Minor 
  Major 
  Critical 
  Grapple 
  18/12 
  22 
  66 
  132 
  These are great crocodilian beasts. Small ones are 10' in length and are dangerous to men. 
  Large ones are more than 30' in length and can crush vehicles in their jaws. There are tales of 
  some even larger. They do not grow old or die of natural causes; they get bigger. With enough 
  food a sand dragon can live for centuries. Some have. 
  They are consummate predators, but they are also masters of stealth and disguise. Sand 
  dragons usually rest under a thin layer of sand, appearing (if they appear at all) as a narrow 
  outcropping of rock. When they strike, they do so with blinding speed. 
  Their rock-like bodies allow them to move easily through less dense sand. They cannot tunnel 
  deep into the ground, and cannot tunnel through rock, but they can slide under the sand, 
  disappearing, and pulling their victim down with them. 
  Sand dragons hibernate when they run low on food. They can sleep under the sand for 
  decades, waiting to feel or smell the approach of prey. 
  Powerful Jaws: Grapple is 18/12 
  Tail Bash: 12 Impact. Sand dragons will usually only tail bash once they are worrying their 
  primary opponent. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Sand Rat 
  Name: Sand Rat 
  Level 
  PHY 10 
  STR 12 
  BLD 09 
  CON 11 
  DP 09 
  Talon Slash: 7 PEN 
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -1H/-2R 
  Bite: 5 PEN Bite   
  INT    07 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  8y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  6/4 
  3 
  09 
  18 
  Sand rats are huge, hairless, mutant rats. They cannot stand direct sunlight (their pink bodies 
  burn), so they hunt only at night or underground. They often hunt in packs and often carry 
  unpleasant diseases. 
  Sand rats are highly mutable, often having many different mutations. These are the most 
  common: 
  Extra Heads: A Sand Rat can have as many as four extra heads (total of 5). As a 8 REA 
  medium action, they can try to bite any character in range. 
  Jaws: Sand rats have massive, over-sized jaws built for rending and tearing flesh.  
  Talons: Some sand rats have an over-sized, muscled arm ending in a massive "fist" of muscle 
  and bone. 
  Sand Trolls 
  Name: Sand Trolls 
  Level 
  PHY 
  STR 09 
  BLD 11 
  CON 11 
  DP 12 
   
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -1 
   
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
   
  Minor 
  Major 
  Critical 
  Grapple 
   
  4 
  12 
  24 
  Sand trolls are ridiculous, hideous little creatures that look like they crawled out of a Bosch 
  painting. They are pale, fat, hairless, egg-shaped beings that walk upright on skinny "frog legs" 
  and have useless, pathetic, vestigial arms that flap haplessly at their sides suggesting a 
  constant state of hysteria and panic. Atop their otherwise featureless bodies is a suggestive 
  opening lined with row after row of small, sharp teeth. 
  Trolls move slowly and stealthily until they smell living flesh. Then, when they are close, they 
  shriek and charge. They run crazily, charging the source of the smell and flinging themselves 
  mouth-first at whoever happens to be in range. They can distinguish between living and dead 
  flesh and attack the living first. 
  Once they bite, they hang on, worrying their prey to death. It is not uncommon for several 
  Trolls to attack one target while others are ignored. As cunning as they are in their approach, 
  they are direct and brutal in their attack. 
  Bite: 4 PEN 
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Serket (huge scorpion) 
  Name: Serket (huge scorpion) 
  Massive mutant animal 
  PHY 13 
  STR 37 
  BLD 88 
  CON 13 
  DP 100 
  Armor 15/30 
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +2 
   
  INT   07 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
   
  Minor 
  Major 
  Critical 
  Grapple 
  56 (67 w/ Pincer) /47 
  33 
  100 
  200 
  The Serket is a monster the size of a 4-door coup. They appear as great, impossible beast 
  from nightmares, as they skitter across the landscape, moving amazingly fast for beasts of 
  their size. Very little is known about the Serket lifecycle. They appear to hatch from eggs 
  buried in the sand. The eggs are thought to grow from spores, or perhaps from some 
  innocuous plant. The source of the eggs is currently undiscovered.  
  Serket, upon hatching, have enough stored food energy to last several days (a fortnight). They 
  will wander, immediately, seeking enemies to do battle with. Serket do not eat—when their 
  energy is expended, they die. They can, however, hibernate. A Serket hibernating can sleep 
  for decades, but it only has hundreds of hours of lifetime available. 
  Serket sometimes hatch in groups, making "Serket Season" (late Autumn in some places, 
  Summer in others) a very dangerous time to be in areas they haunt. 
  Poisonous Sting: Like their smaller cousins, Serket have a toxic sting. The poison is CON, 
  strongly resisted by BLD and CON. The stinger itself, though, hits for 18 PEN. 
  Grappling Pincers: Serket have pincers that they can use to rend their prey or open vehicles 
  like aluminum cans. They inflict 18 in PEN damage with a 5 REA action each turn they have a 
  grip on something (original to-hit modifier applies). 
  Stalking Adad 
  Name: Stalking Adad 
  Mutant giant beetle 
  PHY 11 
  STR 21 
  BLD 23 
  CON 11 
  DP 30 
  Armor 4/8 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +1R/+0H 
  Maul: 28 IMP 
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
  Axe: 21 PEN 
  Move 
  11y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  20/14 
  10 
  30 
  60 
  The stalking adad is a massive (larger than human) carnivorous beetle. They grow from small 
  larvae into medium (dog-sized) predators that travel in small swarms. Adult Adads (the 
  statistics given here) are powerful, terrible beasts. They can crawl, but stand upright (resting 
  on powerful hind legs) to attack. 
  The Adads eat flesh but have rarified tastes. They drink blood and bile and prefer to consume 
  components of the digestive system (the stomach, the intestines) and the circulatory system 
  (kidneys). Their victims usually die from massive blood and shock. 
  Adads have specialized limbs for catching and feeding. They usually have two or more 
  "gripper" claws as well as bludgeons and blades for "surgery" and self-defense. Finally, they 
  have delicate, terrible "feeding tubes" that make the small incisions and take up the succulent 
  meats they crave. 
  Maul: Stalking Adads have specialized limbs that can be used as weapons. Mauls and Axes 
  are used to disable victims or dissuade attackers. Heavy "clubs" hit for 28 IMP while Axes 
  slash for 21 PEN. These limbs can be fashioned into impressive (usually dress) arms by a 
  skilled taxidermist. 
  Catch Claws: Their long, grasping claws catch for +6 grapple and can slash for 11 PEN. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Tangle weed 
  Name: Tangle weed 
  Mutation 
  PHY 
  STR 09 
  BLD 1 
  CON 11 
  DP 6 
   
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -4R/-2H 
   
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  8y/s (5y/s when "tumbling") 
  Minor 
  Major 
  Critical 
  Grapple 
  6/6 
  2 
  6 
  12 
  Tangle weed grows throughout the wasteland. It's roots lay just under the surface, fanning out 
  from its hive. Tangle weed is described as a carnivorous plant, but it's really a symbiotic 
  creature: a commune of animals and plants that work together to take in their prey. 
  The roots act as tentacles. Individually they are weak but they count on numbers and surprise 
  to overcome their opponents. 
  An opponent who is sufficiently grappled (they prefer pinned) is brought to the weed's center, 
  where its maw opens. 
  The stats given are for the root/tentacles. 
  Serpent: The tentacles attack like small snakes. Their objective is grapple, but they are 
  equipped with jaws that can bite and rend for 3 PEN if necessary. A medium sized Tangle 
  weed will have 10 tentacles. Small ones have as few as 4 and large ones can have more than 
  20. 
  Maw: The Maw is the heart and brain of the tangle weed. It usually hides under the sand and 
  will not emerge if it feels it would be threatened. It appears as a cluster of fleshy mouths on a 
  flexible neck or stalk. The mouths bite for 3 PEN and up to 6 of them can attack a pinned 
  target at once. The Maw is called a Hive because (harmless) termite-like creatures that help it 
  digest its food and build its protective earth embankment tend it. 
  Triceraborg 
  Name: Triceraborg 
  Mutant Cybernetic Dinosaur 
  PHY  08 
  STR 110 
  BLD 500 
  CON 13 
  DP 500 
  Armor 12/36 Hide 
  REF 
  COR 11 
  REA 11 
  AGI   12 
  TBH  +5 
  Plate 50 / 100 Cover 4 
  INT 
  RES 08 
  MEM 12 
  WIL   12 
  To Hit 13 
   
  Move 
  11y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  250/200 
  4 
  12 
  24 
  Triceraborg were dreamed up by the "Hannibal" of the Age of War warlord Artrhous Connard. 
  They appeared as Triceratops dinosaurs, outfitted with metal plate and suitably tempered to 
  be ridden to battle. In the intervening years they have become substantially less domestic and 
  can be dangerous when encountered in a herd. But some brave souls have managed to find 
  them young and raise them as riding beasts—the ultimate warhorse. 
  Ram: At full speed the Triceraborg rams for 183pts of damage. Its head plate will absorb 
  double its normal effect (100pts worth). 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Vaktung Bears 
  History relates the story of Aurelious Vaktung, the second in the dynastic line of the Vaktung 
  Warlords who consolidated their rule over the Northern Wastes early in the Age of War. It is told 
  how Aurelious The Cruel and Ruthless (as he was known) was out hunting one day when he 
  came across a bear cub in the Scrawny Forest. It is told how he tracked the fleeing, terrified 
  animal until it sought refuge in one of the Leafless-Trees of the Scrawny Forest, and how he 
  came before it. 
   
  "Valet," He said to his manservant, "My rifle." Whereupon, it is told he was given his .50 cal 
  snipers weapon with gyroscopic targeting action and heliographic scope. 
   
  "Valet," He said, "My ammunition," Whereupon, it is told, he was given a .50 cal mercury/arsenic 
  round with stabilizing fins and a microdot explosive warhead. 
   
  Whereupon it is told how he took careful aim on the cowering, quivering bearling and stared 
  though his heliographic scope into its loud, innocent eyes. 
   
  History records that his valet and his body guard and his personal assistant, and his chained 
  concubine and his private security entourage and the media crew covering his expedition all 
  expected to hear the deafening thunder-clap of the rifle, but were surprised to hear nothing at all. 
   
  He however, did hear something. 
   
  History (and his personal record) records that he heard a great tearing sound, like a denim jacket 
  being pulled apart at the seams and turned around to see that his valet and his bodyguard and 
  his personal assistant and his chained concubine and his private security entourage and the 
  media crew covering his expedition had all been torn into itsy, bitsy little pieces. 
   
  Hence the explanation for both their surprise and their "not hearing anything." 
   
  "My tragedy," the mother bear explained, "is that my significant intelligence and my natural 
  abilities did not breed true. I, myself, am quiet eloquent and formidable. My children are rather 
  natural bears. I trust that you, oh mighty warlord, with your great authority and capabilities, can 
  aid me in my plight." 
   
  History records that he would have nodded, 'yes,' except that his head was immobilized in her 
  second set of jaws. History records a great deal of profanity followed by the Mother Bear's non-
  fatal dismembering of Aurelious Vaktung The Cruel and Ruthless. "Just to make sure you don't 
  go pulling any triggers or, heaven forbid, running away," She explained. 
   
  Her wish was granted by Aurelious the Mute and Quadriplegic and at his command her children 
  were given genetic therapy to bring about their mother's traits in themselves. Aurelious and the 
  Mother Bear did not part ways then—history records the end of the Vaktung Dynasty and the 
  beginning of 100 years of rule of the Ursine Empire in the Great Northern Wastes. 
   
  The Bears may still be there—little is known about the far north—but they have traveled south 
  and have taken up residence in the wastes of the Middle ring. Vaktung Bears are smart and can 
  speak but they are not civilized in the ordinary sense: their motivations seem to be physical 
  dominance over their surroundings; they have no interests in building relationships, owning land, 
  or consolidating power. 
   
  They are physically formidable: smaller than their mother (these are several generations removed 
  from the original bear) they appear as medium-sized bears with great, grinning smiles of serrated, 
  shark-like teeth. Their claws are metallic in nature and their hide is impenetrable to most light 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  arms. Those who encounter them frequently do not live to relate the encounter, but caught under 
  the right circumstance they can be quite charming. 
   
  Name: Vaktung Bear Cub 
  Mutant Animal 
  PHY 13 
  STR 42 
  BLD 35 
  CON 13 
  DP 35 
  Armor 18/32 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +1R/+0H 
  Jaws 12 PEN 
  INT 
  RES 10 
  MEM 10 
  WIL   12 
  To Hit 12 
  Claws 6 PEN 
  Move 
  6y/s (run), 8y/s sprint 
  Minor 
  Major 
  Critical 
  Grapple 
  46/39 
  12 
  35 
  70 
  They are physically formidable: smaller than their mother (these are several generations 
  removed from the original bear) they appear as medium-sized bears with great, grinning 
  smiles of serrated, shark-like teeth. Their claws are metallic in nature and their hide is 
  impenetrable to most light arms. Those who encounter them frequently do not live to relate the 
  encounter, but caught under the right circumstance they can be quite charming. 
  Jaws: 12 PEN bite 
  Claws: 6 PEN bite 
  Good Hearing: Vaktung Bears have large triangular ears that stick out from their heads. They 
  get +4 to all hearing perception rolls 
   
   
  Name: Vaktung Bear (mother) 
  Mutant Animal 
  PHY 13 
  STR 42 
  BLD 110 
  CON 11 
  DP 110 
  Armor 32/62 
  REF 
  COR 11 
  REA 18 
  AGI   11 
  TBH  +3R/+3H 
  Jaws 32 PEN 
  INT 
  RES 12 
  MEM 12 
  WIL   13 
  To Hit 16 
  Claws 20 PEN 
  Move 
  12y/s (sprint) 
  Minor 
  Major 
  Critical 
  Grapple 
  65/54 
  36 
  110 
  220 
  This is what a mother bear might be like. Typically Vaktung Bears found in the Inner 
  Wastelands are much smaller, cub-like creatures, even if they are fully mature. 
  Jaws: 32 PEN bite 
  Claws: 20 PEN bite 
  Good Hearing: Vaktung Bears have large triangular ears that stick out from their heads. They 
  get +4 to all hearing perception rolls 
  Vastum Lumbrica 
  Name: Vastum Lumbrica  
  Mutant Animal 
  PHY   12 
  STR 16 
  BLD 25 
  CON 12 
  DP 45 
  Armor 9/18 
  REF   12 
  COR 12 
  REA 12 
  AGI   12 
  TBH  +1 
   
  INT    09 
  RES 09 
  MEM 11 
  WIL   12 
  To Hit 12 
   
  Move 
  3y/s under the sand. 10 y/s above it 
  Minor 
  Major 
  Critical 
  Grapple 
  17/15 
   15 
  45 
  90 
  The Vastum Lumbrica are also called sand-rays. They are worms that travel under the earth, 
  hunting those that live above it. They travel in packs of 2-6, and hunt using smell and 
  vibrations. 
  Vastum Lubmrica usually slide under the dirt until they reach their prey and then strike. They 
  can move effortlessly through as much as 2' of loosely packed soil (they cannot tunnel through 
  rock or permafrost or even heavy clay). This soil gives them an extra 80 dp making them all 
  but immune to firearms when submerged. 
  Serpent: +4 Grapple Scores.  
  Tentacles: +4 Grapple 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Vector Wolves 
  Name: Vector Wolves 
  Mutant Animal 
  PHY  09 
  STR 08 
  BLD 5 
  CON 10 
  DP 5 
   
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -2R/-1H 
   
  INT    10 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  9y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  0/0 
  2 
  5 
  10 
  Vector wolves look like emaciated, skinless greyhounds. Their flesh is a translucent, viscous 
  fluid that roles slowly off of them as they hunt. They are actually collective animals—carriers of 
  a vicious virus that teems in their gelatinous outer coating. 
  They make soft coughing or "laughing" noises. They are pack animals, but they tend to spread 
  out over an area, seeking their prey alone. 
  The Wolves have teeth suitable for tearing flesh but they also have a proboscis that can inject 
  their saliva. Their vital fluids are laced with a terrible virus. 
  Wolves hunt for food and to create plague zombies.  
  Chrysalide C12 is the name of a terror biological weapon that was designed using Have 
  technology during the age of war. It causes an infection that attacks rapidly shuts down the 
  higher brain functions. What's left is, essentially a rabid animal—a being devoid of intelligence 
  or personality that lives only to hunt and feed. Plague zombies are immune to fear and pain.  
  Characters bitten by plague wolves will suffer a PWR 15 plague attack (vs. CON). The roll is 
  made CON x 10 minutes after being bitten. 
  Result 
  Effect 
  Minor 
  Sick: CON drops by 1 and roll again in 3 hours. A roll of No Effect will 
  mean the character recovers. Character is at -5 to all actions 
  (bedridden) while infected. 
  Standard 
  Very Sick: CON drops by 2 and roll again in 5 hours (as above). 
  Major 
  Extremely Sick: Character is in a comma. CON drops by 4. Roll again 
  every 8 hours (as above). 
  Critical 
  Probably Terminal: CON drops by 9. Use rules as above. Roll again in 
  10 hrs 
  Catestrophic 
  Dead: Plague Zombie rises. Eventually a new Vector Wolf will be born. 
   
  Plague Zombies will usually attempt to grapple and bite. Their bite is no more damaging than 
  a regular bite by the character but will spread Chrysalide with the same potency as the bite of 
  a vector wolf. 
  Vector wolves look and in some ways act like regular animals, but they are really simply 
  mobile viral factories. They hunt, not for "food" (they do not eat in any normal sense) but to 
  find biological material which they can infect and reproduce in. 
  Vector wolves reproduce asexually. As the Chrysalide C12 infection reaches its height in a 
  plague zombie, and the zombie's physical structure is beginning to desolve (cells are filled with 
  viral copies until the cell wall bursts), the core of the host's body will form a new vector wolf 
  which will emerge from the withering, melting form and continue the hunt. 
  Vector wolves are capable of lying dormant for years or even centuries until they detect a food 
  source in the area. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  War Dogs 
  Name: War Dogs 
  Mutant Cyborg Domestic Animal 
  PHY 10 
  STR 12 
  BLD 10 
  CON 12 
  DP 24 
   Bio Armor 8/6 
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +0 
   Jaws: 6 PEN 
  INT    07 
  RES 10 
  MEM 10 
  WIL   12 
  To Hit 12 
     
  Move 
  9y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  4/2 
  8 
  24 
  48 
  War Dogs were created during the Age of War. They are huge, ferocious animals with short 
  hair, dull, red eyes, and massive teeth. They are naturally cybernetic. 
  War Dogs are smart and ruthless. They are sometimes used for security in the Yard, but just 
  as often roam the wasteland looking for food and adventure.  
  War Dogs do not communicate with humans but they understand human speech and motives. 
  Bloodhound: War Dogs have an extraordinary sense of smell and can track people and 
  vehicles using it, as well as detect and identify weapons, explosives, and other distinctive 
  chemical compounds. 
  Infrared Vision: War Dogs can see in the heat spectrum, allowing them to track  
  Radio Contact: War dogs can communicate with other war dogs in their pack, coordinating 
  hunting and ambush moves 
  9mm Mini Gun: War Dogs are born and develop a variety of weapons. The 9mm minigun is a 
  common one. They generate ammunition naturally over time. 
  9mm Mini0Gun 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Bullet 
  6 IMP 
  4x[16] 
  .25 
  -1/15y 
  64 
  The mini-gun extends from the shoulder blade and aims forward over the War-Dog's head. 
   
  War Pigs 
  Name: War Pigs 
  Mutant battle beast 
  PHY 10 
  STR 600 
  BLD 533 
  CON 14 
  DP 600 
   Armor None 
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +6 
    
  INT    07 
  RES 08 
  MEM 12 
  WIL   12 
  To Hit 12 (+3) Large Weapon bonus 
  Move 
  15y/s 
  Minor 
  Major 
  Critical 
  Grapple 
   
  300 
  600 
  1200 
  War Pigs are 4-ton "hot pink" battle pigs who naturally grow Evolved Chromium metal tusks. 
  They were created by Alistair "Hannibal" Cerverus, a warlord late in the Age. Today they 
  breed and have spread across the Middle Ring. They can be farmed—they are a fantastic 
  source of food. The meat is nutritious, tasty (succulent, even), and it comes with natural bio-
  engineered preservatives. 
  War Pigs are smart—they can have nasty tempers—but they can be trained to fight. In the late 
  Age, War Pigs strode across the battlefield carrying gunnery pavilions on their backs. It is said 
  they terrified their enemies so badly that even heavy armor fled from them. 
  Trample: 150 Damage 
  Gore: 76 PEN (double normal due to metal horns) 
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  Wyrms 
  Name: Wyrms  
  Mutant Animal 
  PHY  14 
  STR 185 
  BLD 580 
  CON 14 
  DP 900 
  Armor 40/80 
  REF 
  COR 09 
  REA 09 
  AGI   09 
  TBH  +4 
   
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  15 y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  300/240 
  300 
  12 
  24 
  A wyrm is an iguana the size of a brontosaurus. They weigh tons and are more than 20' long, 
  not counting the tail. They are usually brown or gray and look from a distance like rock ridges 
  rising out of the sand. 
  Wyrms are lazy by nature; carrion eaters. They have keen senses and can travel to find kills 
  for miles. They move with a slow, lumbering gait that reflects their essentially placid 
  personalities. 
  Where they live close to humankind, they have been domesticated to an extent and used as 
  powerful beast of burden or even war. 
  Wyrms live for centuries, taking almost 40 years to fully mature. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  Wandering Robots of the Middle Ring 
  The Age of War gave birth to war-machines. The Age of Wonders, stranger things. Many of these 
  still survive in the Inner Ring. Some wander out of ruins. Some enter the ring from the vast, 
  desolate Outer Wastelands. Some are manufactured underground … not so far away. Here are 
  some of the robots you might encounter in the Middle Ring. 
  .30 Caliber Cricket 
  Name: .30 Caliber Cricket  
  Robot 
  PHY 
  STR 11 
  BLD 4 
  STC 14 
  DP 70 
  Armor 8 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -1 
   
  INT  11 
  RES -- 
  MEM -- 
  WIL   -- 
  To Hit 12 
   
  Move 
  9y/s 
  Minor 
   
   
  Grapple 
  4/2 
  -1:5pts 
   
   
  The .30 Caliber Cricket was a staple leftover from the Age of War. They are basic combat 
  machines—simple, inelegant, and effective. Take a machine gun and mount it on a walking 
  platform: a set of articulated, stamped metal legs. Now it can move. Attach sensors—large, 
  bulbs that collect heat, light, and sound. Now it can see. Wrap the whole thing in sheet metal 
  armor, and rivet it together. Paint it a dull, military olive green. 
  The machine looks a little like a cricket. It moves a little like a spider. The .30 Cal-Crick comes 
  in dozens of models. Some use a lighter round (5.56). Some run on small, light, diesel engines 
  instead of batteries. They are all the robotic foot soldiers of the warlords lucky enough to not 
  have to field men. 
  The Crickets are not intelligent. They can be controlled remotely (the control suite allows the 
  operator to "see" whatever the Cricket sees—useful for collecting intelligence), but usually 
  they follow simple instructions: patrol this area; challenge whoever enters. Move three 
  kilometers in this location. Kill whomever you encounter there. They can be programmed to 
  recognize friendlies, to ignore people without obvious weapons, and so-forth. The more 
  complex the orders, the less reliable the program. 
  Crickets are usually packed in drums. A drum can hold a squad—three machines. 
  .30 caliber machine gun; 500 rounds 
  Infrared sensors: Crickets can key on body-heat. Some have telescopic mounts, light 
  amplification (night vision, not dependent on heat sources) and even audio sensors 
  (microphones). 
  .22 Caliber Grasshopper 
  Name: .22 Caliber Grasshopper  
  Robot 
  PHY 
  STR 01 
  BLD 1 
  STC 14 
  DP 7 
  Armor 1 
  REF 
  COR 12 
  REA 12 
  AGI   12 
  TBH  -4 
   
  INT  11 
  RES -- 
  MEM -- 
  WIL   -- 
  To Hit 12 
   
  Move 
  1 y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  none 
  -2:1 
   
   
  The .30 Caliber Cricket is scary. The .22 Caliber Grasshopper is, many say, scarier. It's the 
  size of a normal grasshopper (it's a robot—but it does resemble a small insect). In its body—
  occupying almost the whole length, is a single assault rifle shell—one bullet—that is fired 
  inaccurately when the cricket attacks. But … a lot of them attack—and they can creep and 
  crawl and climb walls. And once the bullet is fired it grows back (somehow—or are there 
  reloading points somewhere?).  Often just one will be encountered, striking like a sniper. 
  Some areas are swarming with them, however. 
  .22 Caliber 1 Shot Round: The round has a range of -1/3 yards (no barrel) and hits for 17 
  damage.  
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Cycltaurs 
  Name: Cycletaur 
  Natural Cyborg 
  PHY 13 
  STR 18 
  BLD 300 
  CON 13 
  DP 150 
  Armor 11/22 Coverage 4 
  REF 
  COR 12 
  REA 10 
  AGI   10 
  TBH  +2 
   
  INT 
  RES 09 
  MEM 09 
  WIL   09 
  To Hit 13 
   
  Move 
  Up to 70y/s ACC class C 
  Minor 
  Major 
  Critical 
  Grapple 
  13/11 
  50 
  150 
  300 
  Cycletaurs are half man, half machine—specifically motorcycles. Their human torsos are a bit 
  squatter than normal—a bit stockier. They travel in packs and mark themselves with barbaric 
  tattoos. Sometimes, rarely are they able to act in a civilized fashion. More commonly they raid 
  and pillage. They can convert biomass into fuel but do best with refueling stations. Their lower 
  "bike" quarters are more flexible than a standard machine but are still metal and engine. 
  Bike bodies: From the side they have coverage 4 metal armor (the bike body). From the front, 
  it's coverage 1. Their human torsos are unarmored. They take damage like living organisms, 
  however 
  Weapons: Cycletaur gangs scavenge weapons both vehicular and hand held. Commonly they 
  are armed with handguns and shotguns. 
  Gunslinger 
  Name: Gunslinger 
  Android 
  PHY 
  STR 13 
  BLD 11 
  CON 15 
  DP 21 
  Armor 5/10 
  REF 
  COR 14 
  REA 11 
  AGI   11 
  TBH  +0 
   
  INT 14 
  RES 11 
  MEM 11 
  WIL   -- 
  To Hit 16 
   
  Move 
  8y/s run 10y/s spring 
  Minor 
  Major 
  Critical 
  Grapple 
  7/5 
  7 
  21 
  42 
  The Gunslinger is a type of robot—an android. They appear nominally human, but their 
  absence of inflection, human warmth, and human feeling give them away. The Gunslingers 
  are killing machines—they exist to identify, stalk, and destroy prey. 
  Gunslingers roam the land. They do not fight everyone they come to—they do not fight 
  women, children, or obviously non-combatants (old men, cripples, etc.) They will attack if 
  threatened, but they seek skilled opposition. 
  Gunslingers usually carry .357s or .44's. They can also use rifles, shotguns, and a variety of 
  hand-to-hand weapons with equal skill Level 3 (16-). Some that have lasted a long time have 
  higher skill levels. 
  Robotic Body: Gunslingers are very sophisticated machines. They take damage like living 
  creatures (stunned, dazed, unconscious), but they cannot suffer internal damage or dying 
  (these results are simply "unconscious" for a longer period). 
  Regeneration: Each second a gunslinger is not dead, it recovers 2 points of damage. If a 
  gunslinger is unconscious or dazed, each 8 points of damage recovered (4 seconds) gives it 
  another CON roll to recover. Gunslingers have a reserve of 100 points, meaning they can 
  repair up to 100 points of damage before their damage control systems must be re-charged. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Pinocchios 
  Name: Pinocchios  
  Android 
  PHY 
  STR 09 
  BLD 11 
  CON 11 
  DP 12 
  Armor 2/4 
  REF 
  COR 10 
  REA 10 
  AGI   10 
  TBH  -1 
   
  INT 
  RES 12 
  MEM 18 
  WIL   -- 
  To Hit 12 
   
  Move 
  5y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  4/2 
  4 
  12 
  24 
  Like the Gunslingers, Pinocchios are humanoid robots—androids. They are intelligent and 
  personable. And, to put it politely, "mission oriented." While the Gunslingers seek out 
  challenging opponents, Pinocchios are less intimidating: they seek assistance in finding a 
  point of transformation. 
  Pinocchios appear as children, 9 to 11 years of age (they look like very cute, if a little spooky-
  eyed kids; they can be mistaken for human in bad lighting or at a distance). They are 
  precocious in terms of actual intelligence and knowledge, but childlike in their response to 
  events. 
  Pinocchios long to be human—or more accurately, cybernetic. Something must produce 
  them—some factory, some distribution point. Like the Gunslingers, they have no memory of 
  their origins, but they do have names and memories of being a "real child." There is 
  considerable evidence that Pinocchios were (are) built as replacements for dead children of 
  some long-vanished civilization. 
  They seek their "real parents" who will make them "real children." Since their real parents do 
  not appear to exist, the Pinicchio's quest is inevitably hopeless, but they can never cease 
  trying.  
  They often have knowledge of ancient places—in many cases, this knowledge is wrong 
  ("There should be a shopping mall here...") or long out-dated, but they are considered useful 
  guides. 
  Robotic Body: Pinocchios are very sophisticated machines. They take damage like living 
  creatures (stunned, dazed, unconscious), but they cannot suffer internal damage or dying 
  (these results are simply "unconscious" for a longer period). 
  Regeneration: Each second a Pinocchio is not dead, it recovers 2 points of damage. If a 
  Pinocchio is unconscious or dazed, each 8 points of damage recovered (4 seconds) gives it 
  another CON roll to recover. Pinocchio have a reserve of 100 points, meaning they can repair 
  up to 100 points of damage before their damage control systems must be re-charged. 
   
   
   
   
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  250 Miles to the BoneYard: Monsters in the Inner Wasteland 
  The zone that separates the world's greatest concentration of industrial might from the place 
  where all the food grows is the Inner Wasteland. The population of the Yard is probably greater 
  than that of the Middle Ring—but everyone in that mega-city is on six kinds of drugs just to stay 
  alive. So it's pretty important to get back and forth—and that's a problem—because the Inner 
  Wasteland is crawling with monsters. 
    
  Omnivores  
  Name: Omnivores  
  Eternally Consuming Cat-like mutant 
  PHY  11 
  STR 13 
  BLD 23 
  CON 11 
  DP 23 
  Armor 12/18 
  REF 
  COR 14 
  REA 18 
  AGI   14 
  TBH  -1R/-4H 
   
  INT 
  RES 07 
  MEM 12 
  WIL   12 
  To Hit 12 
   
  Move 
  21 y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  10/8 
  8 
  23 
  46 
  Omnivores appear vaguely cat-like. Their skin is a cool cobalt blue, their fur patchy as though 
  from mange. Their mouths contain massive individually articulated bladed teeth (each tooth 
  can wiggle and move independently). Their jaws unhinge, expanding on powerful jointed 
  limbs, letting them take massive bites. They are always hungry. With excellent balance, they 
  will leap from over-passes and try to grab and run with any exposed person they can lay claws 
  on. 
  Jaws (Powerful): 24 PEN Damage. Omnivores can digest stone and metal (although they 
  prefer flesh). 
  Claws: They claw for 6 PEN. 
  Cat-Like Hunting Skills: They have Stealth on a 15-, Hunting and Surveillance on a 15- 
   
  Hydrogen Chloride Crawlers 
  Name: HCL Crawlers 
  Swarming Acidic Monsters 
  PHY  13 
  STR 13 
  BLD 13 
  CON 12 
  DP 15 
  Armor 0 
  REF 
  COR 12 
  REA 12 
  AGI   12 
  TBH  -1R/0-2H 
   
  INT 
  RES 03 
  MEM 09 
  WIL   12 
  To Hit 13 
   
  Move 
  13 y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  20/16 
  5 
  15 
  30 
  HCL Crawlers move in packs—against fast moving vehicles they aren't much of a threat. If 
  you're walking around and run into them—they'll dissolve you. Their beetle like bodies sprout 
  numerous highly acidic tentacles that they use to wrap and dissolve victims, drinking their 
  remains like sludge through osmosis. They tend to be found in packs of 10-100 and can fall 
  onto lightly armored vehicles, burning their way inside. 
  Tentacles: HCL Crawlers can perform a Hold Move from a Long-Reach distance as a 5 REA 
  attack.  
  Dissolve: for 5 REA, the Crawler can then (once a target is held—or, if the Crawler wishes, if 
  it just lashes out) dissolve. This does 6pts of damage (gets a +2 Damage Modifier per level of 
  hold) and ignores 6pts of armor. Each subsequent turn the amount of armor ignored increases 
  by 6 (unless the armor is 60pts or greater, in which case the acid just won't eat it). 
   
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Lesser Terror 
  Name: Lesser Terror 
  Vicious Toxic Mutant 
  PHY  14 
  STR 60 
  BLD 60 
  CON 12 
  DP 120 
  Armor 20/40 
  REF 
  COR 12 
  REA 14 
  AGI   12 
  TBH  +0 
  Plates 40/80 Cov 3 
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 14 
   
  Move 
  18 y/s run, 21 y/s spring 
  Minor 
  Major 
  Critical 
  Grapple 
  120/100 
  40 
  120 
  240 
  Lesser Terrors are armored mutant carnivores that roam the Inner Wasteland. They're big 
  enough to take on a motorcycle or small car. They often breath lightning and ionized gasses. 
  They also give of neuro-toxins, sweating them from their bodies in a permanent green cloud 
  that follows them. 
  Claw and Bite: The bite of the Lesser Terror does 30 PEN. The Claw, 24. They will Pounce 
  for 8 REA and bite, then clawing once (better chance to-hit). 
  Toxic Haze: The Lesser Terror emits a Base Damage 12, POWER 14 Toxin that takes effect 
  immediately (but only roll for it every 4 turns the target spends within 4 yards of the Terror). 
  Breathe Lightning: The Terrors can throw lighting bolts at range for 24 IMP damage every 
  other turn. 
  Greater Terror 
  Name: Greater Terror 
  Massive Toxic Mutant 
  PHY  14 
  STR 200 
  BLD 500 
  CON 14 
  DP 750 
  Armor 70/140 
  REF 11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +4/+4 
  Plates: 160/320 Cov. 5 
  INT 08 
  RES 08 
  MEM 12 
  WIL   14 
  To Hit 14 
   
  Move 
  25y/s run, 40y/s spring 
  Minor 
  Major 
  Critical 
  Grapple 
  600/400 
  250 
  750 
  1500 
  Greater Terrors are the semi-random mutant spawn of the Inner Wasteland. Big, fairly quick, 
  and ravenous, they can take on a vehicle. A herd can take on a convoy. Often they are heavily 
  armored with thick bio-metallic plates (some go further and have become naturally cybernetic). 
  They are the dragons everyone's afraid of running into. 
  Multi-Attacks: Many Greater Terrors host a storm of attacks when they pounce. 
  Tail Slash: A cleaver-like tail capable of penetrating the metal of a car, its massive blade 
  moves whip-like speed breaking the sound barrier. It will slash every other turn for 250 PEN 
  damage (-5 to hit anything small, like a person). 
  Bite: The bite of a Greater Terror can stop a car. It bites for 300 PEN. If it penetrates then the 
  Terror's two small pink tongues, each with its own mouth, can go inside the car. Each of them 
  strikes once per turn and bites for 11 PEN damage. To see if it can stop a vehicle, take the 
  Speed Factor times half the weight of the car (in Mass) and divide by 2. Compare that to the 
  600 Grapple of the Terror. If the terror wins the grapple the car is stopped. 
  Breath Poison: If you're caught outside when this things attacks you're in trouble. Being 
  within 30 yards of it subjects you to a 24 Damage, POWER 12 Toxin attack—this is kinda slow 
  acting—it will take hold after about 10 minutes of breathing the air near it. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Cyber  Terror 
  Name: Cyber Terror 
  The Terror Your Mother Warned You About 
  PHY  14 
  STR 200 
  BLD 500 
  CON 14 
  DP 1800 
  Armor 70/140 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +4 
  350/700 Plates Cov 5 
  INT 
  RES 08 
  MEM 12 
  WIL   14 
  To Hit 14 
   
  Move 
  25y/s run, 40y/s spring 
  Minor 
  Major 
  Critical 
  Grapple 
  600/400 
  600 
  1800 
  3600 
  Cyber-Terrors are half Greater Terror, half machine. They grow rockets and ammo "naturally." 
  They are the living equivalent of an armed semi-truck. Thankfully rare, they're unfortunately 
  always looking for metallic objects from which to make meals of. 
  Claws and Teeth: Cyber-Terrors attack as Greater Terrors in HTH combat. 
  Cyber-Missile 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Rockets 
  600 X 
  1 
  -- 
  -1/800y 
  1 
  A Cyber-Terror will usually have about three missiles normally housed within it's biological rocket pod. 
  It can fire one every other turn. 
   
  Mouth Cannon 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Bullets 
  120 PEN 
  5x  
  -1 
  -1/200y 
  150 
  The high-rate-of-fire heavy machine gun Cyber-Terrors have for a tongue can fire for 150 seconds 
  before running dry. 
   
   
  Sludge 
  Name: Sludge  
  Moving, eating toxic pool 
  PHY  11 
  STR -- 
  BLD varies 
  CON -- 
  DP 5x Mass 
  Armor: none 
  REF 
  COR -- 
  REA 12 
  AGI   10 
  TBH  -1R/-4H 
   
  INT 
  RES -- 
  MEM -- 
  WIL  -- 
  To Hit 12 
   
  Move 
  8 y/s or Mass y/s (whatever's greater) 
  Minor 
  Major 
  Critical 
  Grapple 
  Mass x 15 
  -- 
  -- 
  -- 
  One of the just-plain nastier things you'll meet in the Inner Wasteland is a Sludge—there's 
  plenty of non-mobile sludge around—but by way of being a monster, Sludge is a crawling toxic 
  mass that is both acidic, poisonous, and highly adhesive. They're so sticky sometimes a large 
  one can even stop a moving vehicle … and then dissolve it. 
  Adhesive: The Grapple of the Sludge is as follows—[Mass x 15]. When a vehicle runs over it, 
  it fires pseudo-pods up into the tires/transmission of the vehicle and tries to take hold there. 
  Take the Speed Factor of the vehicle times its Mass and divide by 2. This is the defensive 
  Grapple of the Vehicle. If the Sludge wins the contest, the vehicle is stopped. 
  Burn Through: The Sludge will do Mass damage per turn (Impact). Each subsequent turn, 
  the last turn's damage will reduce armor (so if it does 15pts the first turn, the second turn the 
  armor value is 15pts lower). If the armor is more than 10x the Mass of the Sludge, this won't 
  happen (the armor is too thick for the sludge to eat through). 
  Grab with a Pseudo-Pod: If someone is close to a Sludge, it can reach out and grab them. 
  This does Mass / 5 Grapple (and Mass / 5 Damage)—but has a minimum value of 8 Grapple 
  and 8 Damage. 
  Taking Damage: Sludges take damage until their total DP are destroyed. They don't get 
  stunned or dazed or suffer cracks or anything like that. They get a -6 Damage Modifier from all 
  weapons that are not explosive, get bonuses to hit for large weapons, or otherwise do damage 
  over a large area. 
   
   
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Mech-Turtle 
  Name: Mech Turtle 
  Hunter-Seeker Robot 
  PHY  14 
  STR 25 
  BLD 53 
  STC 15 
  DP 150 
  Armor 35 / 70 
  REF   12 
  Move Or Attack (twice) 
  TBH  +2 
  80/160 Plates Cov 5 
  INT 11 
  Hunter Seeker 
  To Hit 14 
   
  Move 
  9y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  0/25 
  -1:10 
  -- 
  -- 
  Mech-Turtles are the name given to several different kind of anti-infantry/anti-light vehicle 
  hunter-killer robots that were mass-produced by the thousands during the Age of War. They 
  were designed to lie in ambush (either digging in or finding a ruin to conceal them) and then 
  wake up and attack anything without an active Friend transponder (which, today, nothing has). 
  The general appearance is that of a red or green "turtle shell" about 1.5 yards high at the 
  highest, on rusted, blocky metal legs, with a couple of machine guns or lasers on articulated 
  mounts under the front. Often they are found alone—but sometimes they are found in packs of 
  two to five. 
   
  Twin Laser MG's 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Laser Gun 
  40 PEN 
  3x  
  -0 
  -1/100y 
  200 
  The twin lasers each fire 3x so it'll get six shots (but each shot comes in a group of two—so only roll to 
  hit 3x, but when someone is hit, apply the damage twice, same to-hit mod, one damage roll, armor 
  applies against each hit). 
   
  Rocket Launcher 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Rockets 
  100 X 
  1 
  -0 
  -1/50y 
  10 
  About 1 in 5 Turtles is a "Rocket Turtle" with a missile system as well as the lasers. In this case it's an 
  either-or firing option. One rocket may be fired every other second. 
   
  Combine 
  Name: Combine 
  Robot War Machine 
  PHY  14 
  STR 300 
  BLD 300 
  STC 15 
  DP 1200 
  Armor 15 / 30 
  REF   12 
  Move and Attack 
  TBH  +6 
  50/100 Plates Cov 4 
  INT 11 
  Hunter Seeker 
  To Hit 14- 
   
  Move 
  9y/s up to 35y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  0/360 
  -1:80 
  -- 
  -- 
  Combines (also called Threshers) were developed as weaponized farming machines. They appear as 
  asymmetric rusted metal behemoths with multiple floodlights and guns. Often treaded (or given multiple 
  tires on independent axels) they are usually found off road. Terrifying—but perhaps not as tactically 
  scary as their machine guns, are the massive rotating blades on their fronts. Although not "intelligent" 
  they do have video sensors and memories and there are tapes of their vid-records of them being turned 
  against civilian populations in Falstaff and against refugee groups near Tybalt. These are as disturbing 
  as anything that has come from the Age of War. 
   
  They usually run on nuclear fuel and there are still some automated repair and reload stations out in the 
  wasteland (the Hierarchy will pay a bounty if you can find one and blow it up). 
  Blades: Anything hit with a Ram will take 200pts of PEN damage from a blade attack, in 
  addition to the damage from the ram itself. 
  Cannon 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Tank Cannon 
  450 HEAP 
  1 
  -- 
  -1/200y 
  30 
  The cannon takes 3 seconds to reload between shots. It is fired from a front-swivel arc. 
   
  Multiple Machine Guns 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Bullets 
  50 PEN 
  3x  
  -1 
  -1/100y 
  800 
  Usually a combine will have 4 or five turret-mounted machine guns that can all fire independently each 
  turn. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  Rad-Serpent 
  Name: Rad-Serpent 
  Radioactive Horror 
  PHY  14 
  STR 200 
  BLD 500 
  CON 14 
  DP 750 
  Armor 70/140 
  REF 11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +4/+4 
  Plates: 160/320 Cov. 5 
  INT 08 
  RES 08 
  MEM 12 
  WIL   14 
  To Hit 14 
   
  Move 
  25y/s run, 40y/s spring 
  Minor 
  Major 
  Critical 
  Grapple 
  600/400 
  250 
  750 
  1500 
  Rad Serpents are amphibious (meaning they can crawl on land or swim in the toxic slime that 
  passes for 'water' in the Inner Wasteland) with bio-nuclear engines. They appear as 35 yard 
  long snakes with two skeletal limbs with massive skeletal hands just under the head (the 
  hands have long bony fingers with many joints). They are hostile, aggressive, and deadly-
  radioactive. No one is sure how large they get. 
  Radioactive Field: Rad Serpents generate 4 RAD points per second within 100 yards of their 
  bodies. 
  Radioactive Breath: Rad Serpents breath ionized particle beams for 250pts of damage that 
  explodes with a 30 RAD point flash (20 yard radius, then 15 RAD). This costs 8 REA and can 
  only be done every 3 turns. Range is -1 for 25yards. 
  Violent Reek 
  Name: Violet Reek 
  Bio-Slime 
  PHY 13 
  STR 37 
  BLD 88 
  DP 370 
   
   
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +2 
   
  INT   07 
  RES -- 
  MEM -- 
  WIL   -- 
  To Hit 12 
   
  Move 
  11y/s or more 
  Minor 
  Major 
  Critical 
  Grapple 
  56 / 47 
   
   
   
  Violet reek colonies are living slimes – colonies of millions of microscopic organisms acting together in 
  lethal harmony. The Reeks appear as massive, living pools of animate purple slime. 
  Reek colonies attack physically – they grapple and suffocate or crush their victims. They can be highly 
  corrosive, doing 40pt/second acid attacks to inanimate objects. They are designed so that they cannot 
  dissolve living biomass (a "safety feature" probably), but they can consume dead prey. 
  Violet Reeks do not take wound effects. They cannot be stunned, dazed, or knocked unconscious. They 
  do not make STC rolls or suffer "cracks" but in all other respects, they are treated as automations.   
  Violet Reeks lose 1 point of Strength and Grapple (offensive and defensive) per 10 points of damage 
  taken. 
  Violet Reeks experience all damage as IMP. Furthermore, they take a -12 damage modifier from all 
  physical damage (bullets, knives, punches, etc.) that is not inflicted by something half their size or larger. 
  Shooting a violet reek colony will, under most circumstances, do one point of damage per bullet that hits. 
  All other weapons take a -4 damage modifier. 
  Sarin Dragon 
  Name: Sarin Dragon (The Lady's Daughters) 
  Toxic Monstrosities 
  PHY 13 
  STR 42 
  BLD 200 
  CON 12 
  DP 210 
  Armor 30/120 
  REF  11 
  COR 12 
  REA 12 
  AGI  12 
  TBH  +2 
   
  INT   08 
  RES 08 
  MEM 12 
  WIL  13 
  To Hit 12 
   
  Move 
  15y/s for up to 10 sec, 9y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  56 / 47 
  70 
  210 
  420 
  The Daughters are large, translucent animals that appear to have six arms (a set of legs like a 
  frog's and two grasping appendages). They are the size of a Clydesdale and weigh 3000lbs. 
  Redundant Bio System: The Daughters take -4 Damage Mods from all attacks. 
  Breath Nerve Gas: Any time a person is within 10 yards of the dragon, they will suffer the 
  effects of their toxin. It is a POWER 15 Damage 24 Toxin that is absorbed through the skin. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  Slaughter Pod 
  Name: Slaughter Pod 
  Monster Robot 
  PHY 13 
  STR 37 
  BLD 88 
  STC 14 
  DP 1400 
  Armor 250 
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +2 
   
  INT   12 
  RES -- 
  MEM -- 
  WIL   -- 
  To Hit 12 
   
  Move 
  12y/s sprint for 40y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  56 / 47 
  -1  / 100 
   
   
  A slaughter pod is a sleek, black, flattened sphere with neon-green sensor-lights and signal designs on 
  its armored hull. The Pods travel on dozens of long, spindly neonium legs up to 30 meters in length with 
  dozens of tiny joints. They appear as ridiculous giant spiders scrambling madly across the landscape. 
  They are robotic, but they are not robots in the regular sense. Their computer brains have no real 
  intelligence: they target heat and movement and sound. The attack anything that moves or breathes. 
  They are, effectively aggressive landmines: brutal, lethal, and terrifyingly indiscriminate.  
  The Pods are armed with batteries of lightning guns that can engage multiple targets. For 5 REA, they 
  can fire up to 9 times 
  4x Lightning Gun Battery 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Focused Energy Weapon 
  60 IMP 
  3x 
  -1 
  -1/50y 
  200/day 
  The Lightning Gun does damage as lighting: -1 CON roll, with an additional -1 per Minor Wound 
  amount of DP suffered. Metal armor is halved. They give a rolling crack of thunder when fired. Each 
  battery (they have 3 batteries) fires 3x a second. This gives a total of 9 shots. 
   
   
  2x Electro Cannon 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Energy Weapon 
  350 IMP 
  .5x 
  -- 
  -1/200y 
  100/day 
  The Electro Cannon is a heavy weapon. It takes a turn to charge and then fire.  
   
  Rust Soldiers 
  Name: Rust Soldiers 
  Metallic Soldier Robots 
  PHY 15 
  STR 25 
  BLD 18 
  CON 12 
  DP 21 
  Armor: 4 / 16 
  REF  10 
  COR 10 
  REA 14 
  AGI   14 
  TBH  4 
  Arm:  
  INT   -- 
  RES -- 
  MEM -- 
  WIL   -- 
  To Hit 16 
   
  Move 
  Move or fire: 9y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  18/15 
  7 
  21 
  42 
  In the late Age of War, the General Falstaff forged soldiers from heavy steel (iron mixed with highly 
  contaminated carbon) and ran them on crude oil. The Rust Soldiers are lumbering things – half wind-up 
  toy, half grain combine. They make screaming, grinding noises as their rusting gears roll together. They 
  throw off curtains of sparks as they walk. They bleed lubricant and they breathe steam. 
  They were manufactured and deployed in units of 24. In most cases a unit is controlled by a 
  single computer brain (held in one of the soldiers) and the "men" are run by encoded radio 
  signals. Rust Soldiers are not skilled, subtle or accurate. Their 'computer minds' are simple 
  and direct: identify targets, eliminate them, and move on. 
  .15mm Chain Gun 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Bullet 
  21 PEN 
  5x [16] 
  -.5 
  -1/50y 
  3000 rounds 
  The .15mm Chain Gun is a sizeable, under-powered bullet. The guns are loud and suitably 
  impressive to listen to as they throw barely-super-sonic metal out in mass quantities. 
  Flame Thrower 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Burning Spray 
  50 IMP 
  2x 
  -0 
  -1/10y 
  20 shots 
  A terrifying close in weapon, a target hit with the flame thrower will burn for half damage next 
  turn on Initiative level 0 (a burning target must make a WIL roll at -5 or take a -5 to all actions 
  on a turn they burn for damage). Even when not fired, when the soldier is active, the flame-
  thrower arm burns like a torch. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Envelopers 
  Name: Envelopers 
  Bio-Weapons 
  PHY 15 
  STR 24 
  BLD 18 
  CON 12 
  DP 21 
  Armor: 4 / 16 
  REF  14 
  COR 14 
  REA 14 
  AGI   14 
  TBH  4 
  Arm:  
  INT   -- 
  RES -- 
  MEM -- 
  WIL   -- 
  To Hit 16 
   
  Move 
  Fly at 15y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  24/18 
  7 
  21 
  42 
  Envelopers look a little bit like 6' tall blood red pterodactyls when they attack—before then, 
  they're almost invisible. They have no heat signature, can remain totally motionless, and have 
  a telepathic stealth "you-don't-see-me" signal going. When they attack, they charge (a Pounce 
  Maneuver) and envelop the target with their wings. Then they dissolve them. Envelopers were 
  launched from aircraft as biological weapons that were intended to die out after several hours 
  of stealthy hunting and killing. Something went wrong: the mutagens in the war zone or 
  perhaps a miscalculation amongst the general’s genegineers created beings capable of self-
  replication. No one has managed to get rid of them since. 
  Telepathic Invisibility: A perception roll at -5 is necessary to see them when first 
  encountered (and they are not moving). Even in plain sight (often clinging to a wall or the side 
  of a building). If seen, they will continue to be seen (They look like a red vinyl curtain). When 
  moving or attacking they are visible. If missed, they will not be seen unless the target comes in 
  contact with them. 
  Dissolve: In the embrace, they will burn their target for 24pts of damage per second. Each 
  consecutive second in their embrace (they must score a Hold) will reduce effective armor by 
  4pts if any damage gets through. 
  Talons: The Envelopers have hooked talons that inflict 19 PEN damage with a strike and give 
  them +2 / +0 Grapple. 
   
  Gila Monster 
  Name: Gila Monster 
  Vehicular Grade Monster 
  PHY 10 
  STR 2400 
  BLD 12000 
  CON 14 
  DP 12000 
   Bio Armor 20/100 
  REF  11 
  COR 11 
  REA 12 
  AGI   11 
  TBH  +9 
   
  INT    06 
  RES 06 
  MEM 12 
  WIL   12 
  To Hit 14 
     
  Move 
  30/sec 
  Minor 
  Major 
  Critical 
  Grapple 
  4000/3000 
  4000 
  12000 
  24000 
  The Gila Dragon is one of the largest predators on record. It's a lizard that's bigger than a semi-
  truck and covered with black and orange "tiger stripes." They are, thankfully not that aggressive, 
  and stay to the lower parts of Death Alley—but if one is blocking the road it's better to go around 
  it than try to go through it. 
  Trample: 3600 Damage 
  Bite: 2400 Damage 
  Tail Lash: 1800 Damage 
  Plasma Vomit: Gila Dragons can breath gouts of plasma. This gets a +3 to hit for being a wide 
  beam/ 
  Plasma Vomit 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Concentrated energy 
  900 IMP 
  1/3 rnds
  -- 
  -1/100y 
  Infinite 
  The Gila Dragon coughs up an energy fluid that will burn straight through solid rock 
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  Terrors of the Unknown: Things in the Outer Wasteland 
  The Middle Ring is where you can live—in a façade of peaceful co-existence with the world. 
  Constant supplies from the BoneYard, a network of fellow humans (who, friendly or not, are all in 
  it together) and some basic luck make it habitable for about a 250-mile stretch from the Inner 
  Wasteland. 
   
  But after that, you're outside. Once you go too far from the Yard and the other people things start 
  breaking down—and things get dangerous—and weird. The Outer Wasteland is a place of 
  mysteries and legends and myths. It's a place where the things that exist can't be explained—and 
  stuff you take for granted in the Middle Ring doesn't necessarily apply any more. 
   
  Note: Anything that can be found in this section may also be found in the ruins—even as close to 
  the yard as Falstaff and Tybalt. The Ruins are little specks (or great big swaths, in the case of the 
  Grand Ruins) in the middle of inhabited territory. The rules don't apply there either. 
  Consumer Culture 
  Name: Consumer Culture 
  Aggressive Invisible Mold 
  PHY 13 
  STR 35 
  BLD 300 
  CON 13 
  DP 120 
  Armor None 
  REF 
  COR 12 
  REA 10 
  AGI   10 
  TBH  -4 
   
  INT 
  RES 07 
  MEM 09 
  WIL   -- 
  To Hit 14 
   
  Move 
  Hops at 7y/s, sprint-hops at 12y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  60/40 
  40 
  120 
  240 
  The Consumer Culture grows in ruins but leaves them to hunt when big enough. The culture 
  appears as a disturbance in the air—it's invisible, warping light around it through some 
  telepathic process—but in thermals it appears as a 9' upright club that hops on one clawed 
  foot, and has three giant maws at it's top, jutting out. They are ravenous and can travel in 
  packs (especially with storms). Sometimes a traveler will find a town—the people mostly 
  missing, the buildings partially eaten. 
  Invisible: The Consumer Culture is mostly invisible—even in broad daylight it gets a -6 
  Visibility modifier (make a PER roll at -6 or fight it at -6 to hit, -6 to block or dodge). When 
  approaching, it's at -6 to be noticed and has 14- Stealth. If it is hit with an explosive or tracer 
  weapon (most energy weapons), that's dropped to -3 for the rest of the turn. If it is seen, it's 
  size makes it at +2 to be hit ranged, +1 HTH. 
  Hive Organism: Being a mold, the culture moves and attacks through some artificial muscle 
  like structures it doesn't take PEN damage. All damage is treated as IMPACT. 
  Bite 3x Per Turn: When it's close enough (six yards) the top of the culture bends, striking like 
  a snake. The thing can bite at three different targets once per turn for 5 REA total. Each bite 
  does 22 PEN damage. The Culture has Iron Stomach and will take bites out of buildings, old 
  pieces of metal, etc. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Mech-Abomination 
  Name: Mech Abomination 
  Special 
  PHY -- 
  STR 300 
  BLD 500 
  STC 20- 
  DP 4000  
   
  REF 12 
  Move and 3 attacks 
  TBH  +8 
  Motive: Feet 
  INT   ??  
  Artificial Intelligence 
  To Hit 14- 
  Manipulators: 4 hands 
  Move 
  17y/s 
  STC 
  Sensors 
   
  Hull 
  30 / 60 Coverage 5 200 / 600 
  -1:200pts  
  Expanded 
  15- 
  Terror Machines are the name given to the walking monstrosities that were created at the 
  height of the Age of War. Some are lumbering monstrosities. Some are more subtle things 
  small and deadly. This is a sample of one that haunts the Wastelands and ruins. They were 
  not built to defend humanity, but to destroy it. 
   
  The Mech-Abomination is a hungry looking war machine. Its electronic eyes scan the world 
  looking only for prey. It can be sneaky, lurking behind buildings (it is 3 stories tall so it's only so 
  sneaky). It has four arms that double as Hellbore Plasma Cannons. 
   
  4x Hellbore Plasma Cannon 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Focused Energy Weapon 
  400 X 
  2/3 turns 
  -- 
  -1/80y 
  Battery 
  The Hellbore fires a stream of focused plasma. It hits as an explosive attack. After 2 consecutive turns 
  of fire it must cool for 1 turn. 
   
   
  Kingdom of the Spiders 
  North of the Boneyard, where the land starts to break and the flats are just turning into what looks 
  like foothills, you'll notice a few nice looking roads around 160 and 163. If it's dusk, you might see 
  some lights from a small town or two off the main path. You might be tempted to pull over and 
  stop for the night—it's beautiful country up there. 
   
  Don't. Don't stop. Don't slow down. And whatever you do, don't pick up any passengers.  You've 
  left civilized lands far behind, friend. You've found the Kingdom of the Spiders. 
   
  There's no exact demarcation line but there's a few guidelines. Most of the major roads have 
  screamers set out on them set for AM 860 and 770. Check those channels. If you can hear the 
  jaw-grinding whine of a saw-wave, it means you're way too close. Also look for animal pens—
  stretches of chain-link fence with cattle or sheep in them. These are tribute farms. The folks who 
  are unfortunate enough to live up here keep them to keep the monsters happy (or at least well fed 
  enough to stay back). A couple of times a year, when the spider's eggs hatch, they'll open the 
  gates and drive the unfortunate herds into the spider's territory. We haven't gone to see this for 
  ourselves, but the ensuing slaughter and feasting is supposed to cover the landscape with blood 
  and be so horrific that the cattle-hands who watch it never really recover. If that sounds like your 
  scene, write us a letter! 
   
  The Kingdom, itself, shows up as a few dots along 160 and 163. You're not misreading your 
  map—there are towns there and there are people—after a fashion. 
   
  Big, huge-ass spiders the size of your little sister are a problem all over the middle ring. They're 
  silent, cunning, and unbelievably creepy. I can't prove it, but I suspect they're the leading cause of 
  needing to buy more shotgun ammo in a lot of the places you'll visit. The spiders on route 163 are 
  different. Firstly, there's a lot of them. You probably won't see them in the day (you might), but at 
  night, they swarm. Hundreds of them, looking for food. The small ones are about the size of your 
  hand. The large ones are the size of your Range Rover. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  And they get bigger. If you just want the facts, here they are—if you get off the road there, or slow 
  down, or God-help-you, break down, you'll get eaten or worse. If you want more than the facts, 
  this is what we've heard. For what it's worth, I believe it. 
   
  They say there are three of them—big ones—I mean, big. The size of houses. At that size, they 
  probably can't move much, but you never know. About half of the food goes to feeding the Kings. 
  And, they say they have names. I don't know if this means they're smart, or if it's just... what 
  people call them. But the Spider kings are Nin-kisal-si, Me-durba, and Lugalanemundu. Don't ask 
  me to explain it—that's what I hear. 
   
  There's no good reason to go up there—unless you like really huge, gross, carnivorous spider-
  things, but there are a few bad reasons we've thought of or heard about. Watching the feeding's 
  one. Spider hunting's another. The last one (and the worst one) is trade. 
   
  Yeah—there are people out there. Small towns. Rusted out watch towers. And they need stuff. 
  You see them from time to time. But there's nothing normal about them. The people there live 
  because they've made some kind of peace with the spiders. Paid some kind of price. I won't add 
  to the rumors about children born with eight eyes, or men with strange mandibles where their 
  mouths ought to be. Maybe they're true—maybe not. The truth is, there's nothing there for you. 
  So drive by, don't stop, and if you see anything you shouldn't... let us know. 
  Giant Spiders 
  Name: Giant Spiders 
  Mutant Animal 
  PHY  10 
  STR 10 
  BLD 10 
  CON 11 
  DP 12 
   
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +0 
   
  INT   07 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 13 
   
  Move 
   
  Minor 
  Major 
  Critical 
  Grapple 
  8/6 
  4 
  12 
  24 
  Giant  Spiders exist throughout the wasteland and even in the Boneyard. They come in a 
  variety of sizes—the one listed here is about human sized and appears as a massively over-
  sized tarantula. Giant Spiders are very different physiologically from their smaller cousins—as 
  animals, they are not related at all, but they do have some similarities. 
  Spiders can only consume liquids. They drink their victim's vital fluids (blood, bile, and so-on), 
  leaving desiccated corpses for the scavengers. 
  Spiders often lay their eggs within paralyzed victims, providing their young with succulent 
  available food upon hatching. 
  Spiders often hunt alone, but Giant Spiders can hunt in packs of as many as six (and even 
  more in the Kingdom). Spiders, generally do not swarm, but in the Kingdom, they do, attacking 
  in coordinated groups of 20 or more. 
  Some species of spiders live underground in small lairs and attack from surprise. These are 
  called trapdoor spiders. 
  Arachnid: Spiders have eight legs giving them +4 offensive and defensive grapple 
  Venomous Bite: Spiders can bite for PWR 13 paralysis venom. The venom is strongly 
  resisted by CON and BLD. 
  Webbing: Spiders can entomb their victims in webbing. Victims must be pinned or paralyzed 
  or otherwise incapacitated to be webbed up. 
  Jump: Spiders can jump x8 their normal distance 
  Silent movement: Spiders crawl silently over most terrain, giving them a natural 14- stealth 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Tyrant Spider 
  Name: Tyrant Spider 
  Massive mutant animal 
  PHY  14 
  STR 109 
  BLD 400 
  CON 14 
  DP 500 
  Armor 40/80 
  REF  10 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +4 
   
  INT    ?? 
  RES ?? 
  MEM 07 
  WIL   14 
  To Hit 12 
   
  Move 
   
  Minor 
  Major 
  Critical 
  Grapple 
   
  167 
  500 
  1000 
  Spider Tyrants are black widows the size of elephants. They are enormous, terrifying, 
  impossible beasts (few have seen them and lived). Their lairs are filled with mountains of dried 
  corpses—the remains of their terrible feasts. Their minions bring them victims to be drained 
  and cast aside. 
  Spider Tyrants do not communicate in any human tongue, but they do seem to have a 
  sophisticated chemical language. They can organize and direct their followers. They can 
  gather intelligence, organize boarder patrols, and wage war. 
  Spider Tyrants can also infect mammals. At every feast, some of those brought are chosen. 
  They are not eaten, but are bitten and wracked with a terrible virus that reconfigures their DNA 
  and warps their minds. Humans so infected can sense the spider tyrant's message and obey 
  them. 
  The world at large has no definitive proof of either infection or even of the Tyrant's existence. 
  There are only three Tyrants in existence -- Nin-kisal-si, Me-durba, and Lugalanemundu 
  Telepathy: Tyrant spiders are telepathic at L3. They do not use this ability to communicate 
  (They do that through chemicals—and they only communicate directly with their servants). 
  They do use it to attack and defend against psychic assault. 
  Poison Kiss: The bite of a tyrant spider has PWR 18 toxin. It is a potent bio-toxin and is 
  resisted only by CON. 
   
  Blue Snake 
  Name: Blue Snake 
  Mutant 
  PHY 
  STR 200 
  BLD 512 
  CON 13 
  DP 512 
  Bite: 128 PEN 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +4H/+4R 
  Armor: 128/256 
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To 
  Hit 
  6- 
  (blind) 
   
  Move 
  15y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  240/200 
  170 
  512 
  1024 
  The Blue Snake is a massive worm-like creature (up to eight tons and often more than thirty 
  feet in length) that makes its lair in poisonous or radioactive craters. Blue Snake, like many 
  outer-wasteland creatures are ergovores, subsisting on ambient radiation. They consume 
  flesh only out of hostility and rage—an emotional state that Blue Snake engage in when they 
  sense the presence of other living beings. 
   
  Blue Snake look like great, leathery worms that terminate in massive un-hingeable jaws. They 
  are blind and have no eyes or other visible sensing organs. They seem to "hear" vibrations, 
  but their attacks are generally un-aimed (-6 to hit). 
   
  The great maw of the Blue Snake is its most formidable weapon but as they grow and mutate  
  Blue Snake sprout masses of smaller heads, each the termination of its own tentacle. There is 
  no symmetry or rhythm to these eruptions—they are described as tumor-like growths, each 
  with their own hunger and their own anger. 
  The heads, mature, in fact—as the Blue Snake grows, they fall off and become their own, 
  independent creatures. 
  Ergovore: Blue Snake consume ambient radioactive energy. Their powerful jaws are pure 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  weaponry. In low-radiation environments, Blue Snake will slowly starve and die. 
  Bite: Penetrating damage depends on the size and maturity of the Blue Snake 128, 64, 32, 16, 
  or 8. Subordinate heads are usually 2 to 4 levels below the main head. 
  Extra attacks: A Blue Snake can attack once each round with its main head for 5 REA and 
  attack with each cluster of heads for 5 REA. Blue Snake typically have 4 to 6 clusters with 
  each cluster having 4d-4 heads attached. 
  Regeneration: Blue Snake will regenerate 20 DP per combat round. Regeneration will not 
  effect damage results like stunned or dazed. 
  Armored Hide: Blue Snake have tremendously thick hides—they appear to be covered with 
  hanging folds of steel-blue armored flesh. Armor thickness is equivalent to the main head's 
  bite damage. 
   
  Salt and Pepper Complex 
  Deep in the radioactive desert to the west, a traveler finds oddly shaped bunkers—windowless 
  pillboxes with arrays of antenna and radar. The land here is badly poisoned (the radiation is the 
  least of it—the sand is laced with toxic heavy metals and there are industrial vents that spew forth 
  toxic clouds that roll over the ground), leading one to wonder who might possibly live here. The 
  answer is no one. The toxic swaths are homes of ancient complex: the Salt Complex and the 
  Pepper Complex. 
   
  These "complexes" are extensive networks of underground bunkers, each one some 6 kilometers 
  in diameter and 28 stories deep. They are massive manufacturing plants—factories that produce 
  weapons, vehicles, and the robotic automations that live in them. 
   
  The complexes are inhabited by identical "races" of robots – the Cecrops and the Kalendae. They 
  are strange, limited things—sliding "towers" of ceramic armor with single multipurpose sensors 
  and delicate manipulators. They are helpless at navigating anything but flat terrain (there are no 
  stairs in the Complexes) and seem to be almost laughable, pitiable creations. 
   
  They are, however, deadly opponents. The Cecrops and the Kalendae are self-declared enemies 
  of all life. They are intelligent machines, programmed to believe that they are superior creatures 
  and the owners of the destiny of the planet. The only thing they hate more than living creatures 
  are each other. 
   
  The Cecrops (Salt Complex) are white, while the Kalendae (Pepper Complex) are jet black. As 
  perfect creatures, they regard each other as mockeries of perfection. Life is sad and evil, and its 
  elimination is a necessary chore, but the other is a mockery of perfection. 
   
  Each complex is run by a sophisticated network of artificially intelligent computers. 
   
  The Complexes have mines and other underground resources, but they are not entirely self-
  sufficient. They, therefore, are forced to trade with the outside world. It infuriates them to do this, 
  but they are realists (to a degree) and acknowledge they have no choice. They long for the day 
  when the enemy complex will be defeated and they can wage full and final war against the bio-
  pestilence that infects their world. 
   
  For those willing to risk the dangers and trade, there are considerable rewards. The Complexes 
  retain a considerable level of technology and are skilled producers of robots, weapons, sensors, 
  computers and vehicles. Their designs are inevitably ugly and un-ergonomic (for human hands) 
  but utilitarian and effective. 
   
  The "shakers" (as they are called when they're not around) are robotic, but due to their heavy, 
  simple construction, they are treated as automations. They have very few moving parts (their 
  engines are solid-state batteries, their treads are driven by magnetic turbines controlled, not by 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  gears and axles, but by fluxes of energy through super-conducting blocks). While, in theory, a 
  perfect shot could sever their (pin-head-sized) computer systems, they usually have to be blow 
  apart chunk by chunk. 
   
  Salt and Pepper Shakers 
  Name: Salt and Pepper Shakers  
  Robot death machines 
  PHY 
  STR 09 
  BLD 13 
  STC 14 
  DP 140 
  Armor 6 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +0 
   
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  5y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  0/9  
  -1:10 
  -- 
  -- 
  The Salt and Pepper Shakers are 175 cm tall, with wide bases that taper to blunt domes. They 
  glide on tracks all but hidden under their ceramic "skirts." They refer to themselves as Cecrops 
  (white) or Kalendae (black), but most people call them by what they appear to be: salt or 
  pepper shakers. They find the very existence of life to be an insult and the nicknames orders 
  of magnitude more infuriating. 
  Toxic spray: Most shakers are armed with spray guns filled with "pesticide" meant for 
  eliminating living things (they see their war against life as a duty to eradicate vermin). This is a 
  PWR 16 toxin that is strongly resisted by CON (each pt. of CON above 10 deducts from PWR 
  before the roll). 
  Death ray: More senior (and powerful) shakers are armed with PWR 14 death rays instead of 
  poison gas jets. 
  Silent Ones 
  Name: Silent Ones 
  Rogue Robot System 
  PHY -- 
  STR 11 
  BLD 12 
  CON -- 
  DP 75 15- 
   
  REF 14 
   
  TBH  -2R / -4 HTH 
  Motive: feet 
  INT   03  
  Search and Destroy 
  To Hit 15- 
  Manipulators: none 
  Move 
  Walk 6y/s run at 12y/s for 3 min 
  STC 
   
   
  Hull 
  0 
  None 
  -1:5pts 
   
  Standard 
  14- 
  Silent Ones were the creation of a warlord who got, not the battle machines he wanted but artistic ballet 
  mannequins. He replaced their arms with curved katana blades and reprogrammed them to hide, to lurk, 
  and to attack from surprise. It was effective as a terror technique against biological troops and they were 
  replicated everywhere. There are still undiscovered bolt-holes where the silent ones wait to be 
  discovered—and then to kill in a silent whirl of flashing blades. 
  Sword Skill: Silent Ones have Level 3 15- Sword skill and strike for 7pts of damage up to 3x per turn.  
  Plastic Bodies: An attack that doesn't hit by 3+ takes a -6 Damage Modifier since it is mostly just 
  penetrating empty plastic shell (the internal skeleton is quite spindly). 
  Exiles  
  It is said that during the Age of Information humankind produced toxic wastes as the worst of its 
  byproducts. This wastes was sometimes dangerous for tens of thousands of years and its 
  disposal became a problem—how to entomb it so that people, a thousand years hence, would be 
  warned of the danger? Well, it turned out they shouldn't have worried so much: there was much 
  worse to come. 
   
  The Age of Wonders produced toxic dumps as well—but some—the worst—were of a different 
  nature. The wastes itself was alive … and malevolent. So they built tombs and placed markers 
  that broadcast on a telepathic frequency around them—and they buried them—and wrote 
  warnings on the surface—and covered them over with concrete. Despite all of this, whatever it 
  was is still down there. People still hear the call and they come. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  People who do feel compelled to seek these places out are called Exiles. Not much is known 
  about them—or how they are "chosen"—but the phenomena certainly exists. When a young man 
  (usually—sometimes a woman) leaves home they may not know they are following the call—or 
  more usually they simply will guard the secret jealously. When they return from these sites (which 
  are usually quite sealed when official teams arrive) they are changed. 
   
  The Exiles are humans turned monster. Not mutants (although they are mutated) but rather made 
  into predators for mankind rather than members of it. They still talk, still think, and still 
  remember—but the Exiles are monsters and they will kill, terrorize, and hunt. Usually after the 
  "awakening" they go to the ruins and are most often encountered there, lurking in the destroyed 
  mass-graves of humanity and growing slowly stronger with each passing decade. 
   
  Name: Standard Exile 
  Monsters 
  PHY 
  STR 63 
  BLD 53 
  CON 12 
  DP 300 
  Armor 30/70 armored skin 
  REF 
  COR 13 
  REA 13 
  AGI   13 
  TBH  +2 
   
  INT 
  RES 12 
  MEM 10 
  WIL   14 
  To Hit 14- 
   
  Move 
  13 y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  70/60 
  100 
  300 
  600 
  Exiles are all different and have many different forms and power-levels. This is a mid-sized one, about 2-
  tons and capable of taking on a light vehicle. His name was Jacks Tasman. He was born in Kevelorn 
  City, a small outpost near the southern edge of the Inner Wasteland. He left at the age of 18 with a 
  leather jacket and a sense of direction—a call—out into the desert. He now haunts the outskirts of the 
  Denver Ruins. 
   
  He appears as a massive, somewhat hunched humanoid with three arms (two from the left side). Each is 
  as thick with ropy muscle as a small tree. He still wears a black leather jacket with buckles and zippers 
  and chains—but this one is made from the human skin of his victims as it has been twisted by his toxins. 
  His mouth opens to reveal not teeth, but grinders rolling against each other made of metallic bone.  
  Venomous Eyes: His gaze uses some sort of psionic ability to create toxins in the blood of his targets. 
  For 5 REA he can effect up to 4 people with a Damage 12 toxin (Power 15) against CON. If it kills the 
  targets, their skin will turn to black leather (he sews in the accessories himself!). He can do this once per 
  10 seconds. It does not work through power-armor or vehicular systems or force fields. It has a range of 
  20 yards and requires a to-hit roll against each person but no AGI bonuses apply. 
  Strike: He can punch for 70pts of damage. If he has someone grappled he can feed them to his 
  grinders. Grapple score is 100, damage is 120 IMP per second. 
  Messengers of Namtar 
  Name: Messengers of Namtar 
  Strange 
  PHY 
  STR 30 
  BLD 02 
  STC 14 
  DP 122 
  Force Field 32 
  REF 
  COR 11 
  REA 13 
  AGI   11 
  TBH  +1R/+0H 
  Sand Blast 14 PEN 
  INT 
  RES 07 
  MEM 07 
  WIL   12 
  To Hit 12 
   
  Move 
  35 y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  22/16 
  -1/8 
    
    
  The Messengers of Namtar are great whirlwinds that appear in the sandy wastelands beyond the middle 
  ring. Their nature is a mystery: is there a physical form within the whirling vortex of sand? Are they 
  natural creatures or are they technological manifestations? Are they guarding something or do they 
  simply wander, killing and maiming without cause or reason? 
  It appears they can "lay dormant"—hiding invisibly in the deep desert, only to rise in howling fury when 
  prey wanders near. Then they attack  
  Sandblast: Those who approach the messenger are can be attacked for 14 PEN damage. The 
  messenger can attack up to 3 times for an 8 REA medium action. 
  Dust Storm: PWR 9 blind, PWR 11 Irritant for 4 yards around the Messenger 
  Suffocate: Those grappled by the messenger suffocate as drowning and are lashed for 9 PEN each 
  second they are held. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Nomads in the Outer Wasteland 
  Most city dwellers have only heard of them in rumors and stories. Some who have ventured 
  beyond the far horizon have seen their columns traveling silently through the deep desert. The 
  Sutek are weird, ancient humanoids. 
   
  They are savage and primitive; their caravans will engage mankind to trade only when they lack 
  the force to overwhelm.  
   
  In appearance, they are humans with olive-dark skin and the heads of mules. They are mute, 
  communicating with hand signs. Physically, they can be mistaken for just another mutant species, 
  but there are other aspects—for one, they know the secrets of the outer wasteland. Their 
  caravans are often armed with unusual technologies. 
   
  Long ago, the Sutek were created and given as a gift by one Have to another. They are a species 
  of worshipers of a being long gone. The Sutek remember their past and they are aware of their 
  destiny: they believe that one day the Haves will return and they will hold dominion over what 
  remains of man. 
   
  In many ways the Sutek are primitive—but their temples and high priests have access to special 
  technologies that were made just for them and have survived the collapse of society and the slide 
  into chaos. 
   
  Most Sutek characters encounter will be trade caravans or warrior raiding parties. The Sutek still 
  perform the rituals of sacrifice to their absent Godhead, and humans are most preferred. Deep in 
  the desert there are temples and permanent encampments. Here, the High Rites are performed 
  over sacred artifacts including the interred remains of a Have. 
   
  Most, who do not know their secrets, find them a disturbing threat—savages with some access to 
  strange weapons. Those who have studied them and even traveled into their society are even 
  more disturbed. The Sutek are implacably cruel and hostile, and await the day when they can 
  bring chaos and terror to mankind 
   
  Sutek Raider 
  Name: Sutek Raider 
  Level 
  PHY  12 
  STR 14 
  BLD 13 
  CON 12 
  DP 18 
  Armor 2/4 
  REF  10 
  COR 10 
  REA 10 
  AGI   10 
  TBH  +0 
   
  INT    10 
  RES 10 
  MEM 10 
  WIL   10 
  To Hit 12 
   
  Move 
   
  Minor 
  Major 
  Critical 
  Grapple 
   
  6 
  18 
  32 
  Sutek raiders are built, powerful humanoids with the heads of mules. They are vicious 
  warriors, skilled in a variety of weapons. They typically dress for the deep desert in dust-
  covered robes, sometimes with hoods. Their thick hide provides natural armor, but they will 
  wear better if available. 
  Assault Rifle: 
  Net: Sutek raiders are often interested in taking prisoners for sacrifice. Against weaker 
  opponents (human women, children) they will use nets instead of bullets, hoping to bring their 
  prey back with them. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Sutek Priest 
  Name: Sutek Priest 
  Level 
  PHY  10 
  STR 11 
  BLD 10 
  CON 11 
  DP 12 
  Armor 2/4 
  REF  10 
  COR 10 
  REA 10 
  AGI   10 
  TBH  +0 
   
  INT    12 
  RES 12 
  MEM 12 
  WIL   12 
  To Hit 12 
   
  Move 
   
  Minor 
  Major 
  Critical 
  Grapple 
   
  4 
  12 
  24 
  Priests do not travel. They wait, back in their deep temples, for raiding parties to return with 
  tales of the world, booty, and sacrifice. Unknown to outsiders, there are many "families" of 
  Sutek, each with their own priesthood and their own temple. Sutek families are built around 
  their priesthood, and their priesthood are built around the artifacts they draw power from. 
  Each temple has a crystal skull—an artifact of the Haves; an artifact that is in some way 
  imprinted with the personality and memories of a Have. The Sutek priests remember their 
  Godhead and they have vague understanding of the future—a series of prophecies in which 
  the Haves return and the rise ascendant over humanity. 
  Telepathy: Sutek Priests have L2 telepathy. 
  Force Field: Sutek Priests have red glowing eyes and a ember-red aura that acts as a 30pt 
  force field. 
  Precognition: Sutek Priests can foresee the future.  
   
  Sutek Weapons: 
  Spike Cannon: Auto cannon that fires .50-caliber spikes. Not very accurate, but useful against 
  vehicles. Looks like a rifle with a huge multiple barrel. 
  The Noh 
  Out in the deep desert there are many things that are accurately described as unnatural. In the 
  post-industrial, broken down world of the wasteland, the concept barely has any meaning. But 
  there are some things that go beyond that—things for which no other word fits except 
  supernatural. 
   
  The Noh, or Masks are among these. Those that have seen them describe them as floating 
  plates of metal or great shields—thin sheets of chrome five feet tall and three across. The Noh 
  are no more than a quarter of an inch thick. Like medieval great-shields, they are slightly curved.  
   
  Their "back" side is smooth and featureless, reflecting the desert landscape behind them. Their 
  front is stylized to present a face—eyes, nostrils, and mouth. Some Noh are spare and angular. 
  Others have representations of jowls, cheeks eyebrows, and other human facial features. They 
  are not colored (the Noh are chrome, through and through), but carved, or molded. 
   
  They might be mistaken for decorations except that they float ("standing up"—face forward), 
  gliding silently through the desert, and the talk. Their faces animate, moving as though made of 
  flesh instead of reflective metal. 
   
  They are also dangerous. The Noh are faintly radioactive and if they choose, they can "breath" 
  radiation, or shoot beams of radiation from their eyes. They are morose—suicidally depressed 
  (though they stop short of taking their own lives), but not overwhelmingly violent. Still, they are 
  dangerous to approach and if angered or irritated, they can do worse than irradiate a traveler: 
  some rumors say that "behind" their mouths and eyes, is a vast and deep sea of energy—as 
  though they really were "masks" hung over gateways to another, vastly more dangerous world. 
   
  The nature of what lies behind the mask is in question, but it is said that if sufficiently irritated, the 
  Noh can consume their enemies, gobbling them up, sucking them into the world behind the mask, 
  never to be seen again. 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  Noh are avoided then, except for those who need advice—they are ancient creatures and clearly 
  have some relationship to the Haves. What they know; what they are willing to discuss, is 
  unclear, but they are sometimes sought for their memories. 
   
  The Nature of the Noh 
  The Noh are robots built by the Haves for a variety of purposes. They were very powerful and so 
  they were subject to a variety of controls. Amongst these was a requirement that they be licensed 
  to function. The "license" was an encrypted telepathic signal that would be broadcast from a 
  license-server every three seconds. So long as the broadcast continued, the Noh would continue 
  to fully function. If the server broadcast ceased, the Noh would fail catastrophically in thousands 
  of ways at once. 
   
  The licenses servers failed during the first milliseconds of the blackout, and the Noh crashed to 
  earth. And that would have been that, but Have technology was not built to fail, and over the 
  centuries that followed some Noh's sub-systems resumed functioning, routing around the license 
  checks and evolving to the point where they no longer needed the server broadcast. 
   
  The Noh that "awoke" are tragically incomplete. They are cut off from the source of their 
  legitimacy and comfort. Their vast memories are locked away from them, encrypted, awaiting the 
  "license key" before they can be accessed. The Noh are aware that they have—or had—a great 
  purpose and a wonderful destiny, are "fallen" and "cut off." 
   
  This leaves them despondent at a level that it is hard for humans to comprehend. Every few 
  seconds they are reminded that they are "undead" throughout their being. They are torn between 
  the unflagging directive to survive—a key value built intrinsically into almost all Have technology 
  (and they reason that some of them exist at all), and the shrill cry of the invalid license key, telling 
  them that to serve their masters, they must die. 
   
  This leaves them depressed and almost homicidal at times. Many of them are delusional, 
  believing their reality to be some cruel dream or horrible joke. 
   
  They do not clearly remember their past, but they do have glimpses of it. Like mankind, they find 
  the world of HaveNot intolerable and seek some avenue of escape. 
   
  The Uses of the Noh 
  The Noh were messengers of the Haves. They were trusted servants, used to carry important 
  messages and conduct important investigations (one of the reasons their memories were so 
  carefully protected). They knew a great deal about Have life and they were, before the darkness, 
  aware of the Have's secrets and fate. 
   
  They no longer have access to these facts, but they do have glimmers of memory (data stored in 
  component parts that were mass produced and therefore not so carefully protected—in essence, 
  design flaws in their security model). The Noh, therefore, have memories of places and people. 
  They are also familiar with Have technology. 
   
  There is very little that Noh want and they (typically) have nothing but their master's disdain and 
  pity for the "have nots" around them. They wish to be left alone in their misery and they are 
  cheerfully willing to kill to maintain their solitude (they are not cruel, and they will generally give 
  adequate warning). They can  be intrigued, though. Thus riddles, mysteries, and hints of their 
  own past will get their attention and their help. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  The Noh are gates—they are active, open teleport gates that lead to their absent master's 
  chambers. Today, those consumed are sent elsewhere; holding pens, special chambers, or other 
  (often horribly unpleasant) places. The Noh can return those so banished, but rarely have a 
  reason to. 
   
   
  Name: Mask / Noh 
  Strange 
  PHY  14 
  STR -- 
  BLD 11 
  STC 14 
  DP 140 
  Armor 10/20 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -1 
  Force Field 200 points 
  INT 
  RES 14 
  MEM 14 
  WIL   -- 
  To Hit 15- 
   
  Move 
  7y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  6/40 
  -1/10pts 
  12 
  24 
  Noh look like floating chrome shields. They are smooth and featureless on the back and have 
  great "faces" in bas-relief on their convex fronts. They move quietly and float about 2' above 
  the ground. 
  Psychokineses: Noh manipulate the physical world with 50 Strength psychokinesis. They can 
  use 16 strength for combat to grab or grapple people. This field gives them their grapple score 
  (which is stronger defensively than offensively) 
  Radiation Beam: Noh can project a 40pt radiation blast from their faces for 5 REA. They can 
  fire twice per turn. 
  Consume: Creatures that are grappled can be consumed for an 8 REA long action. Those 
  consumed are gone, returned only at the whim of the Noh. 
  Force Field: Noh are protected by a 200pt force field that surrounds them at all times. 
  The Burning Men 
  In the far, western deserts, the sands roll forward to swallow whole cultures and roll back to unveil 
  ancient ruins and long-forgotten secrets. Among the things found there, are the burning men. The 
  burning men are great wicker statues—stick figures standing twenty or thirty feet tall or more. 
  They are crude and evocative. They bone dry and appear brittle and ancient. They smell very 
  faintly of incense and ash. In a strange, silent way, they almost cry out to be burnt. 
   
  When set aflame, the Burning Man comes to life and dances. It's dance is horribly destructive to 
  those nearby: it is heedless and exultant. A living firework. A writhing inferno. They are terrible, 
  but also intoxicating. 
   
  The smoke from their conflagration is a powerful hallucinogenic that contains in its molecular 
  compound, profound memories of the ancient past, solutions to the mysteries of the present, and 
  glimpses of the future. Those who survive the ceremony with their sanity and bodies intact, are 
  offered revelations. 
   
  The Burning Man will also reach out to his audience and some of them will, in turn, reach back. 
  Those who attend the burning find themselves manifesting psychic awareness and abilities for 
  hours or days afterwards. Sometimes the gifts last indefinitely. 
   
  Finally, the burning of a Burning Man will bring visitors. Those who have attended and survived 
  the great parties report having met strange things: emissaries from the past and from the future. It 
  is impossible to tell whether these memories are true or not, but there is some evidence to 
  suggest the visitations are more than simple hallucinations. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  Name: Burning Man 
  Strange 
  PHY  13 
  STR 37 
  BLD 100 
  STC 14 
  DP 280 
  Armor 12 
  REF  11 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +2/+2 
  Punch: 35 
  INT    14 
  RES -- 
  MEM -- 
  WIL   14 
  To Hit 12 
  Fire: 11pts 14- 
  Move 
  15y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  56/47 
  -1/20 
  12 
  24 
  A Burning Man appears as a towering stick figure—at once crude and strange. They are found burried in 
  the deep desert and they are inanimate until set afire. Once animate, they dance—their dance is not, in 
  itself, destructive, but they grab those around them and the fire consumes those close by. They also tend 
  smash inanimate objects  
  Telepathy: Burning Men have L3 Telepathy 
  Lilliputians 
  Like many of the creatures that seem to have come from the Have's minds, the Lilliputians are 
  strange and terrible. Physically, they are simple: they appear as tiny humans. The smallest (the 
  "workers") are about 1" tall. The larger ones ("Emissaries" and "Soldiers") are about a foot tall. 
   
  They live underground in great 'termite' hills or they sometimes inhabit dead trees. They have an 
  insect-like culture, but without a queen or single source of leadership. Like ant colonies, they 
  have a specific (and genetic) division of labor. Lilliputian women spin and clean. Miners and 
  carpenters burrow into the earth. Farmers tend the great fungus farms that feed the colony, and 
  Elders make the decisions for the hive. 
   
  They consider their hive a "nation"—often with its own flag, military uniform, national anthem, and 
  so-forth. They demand the utmost respect in all dealings including charging tariffs to those who 
  trespass on their "sovereign ground" (usually an incredibly large area around the hive). 
   
  It has been said that Lilliputians live to go to war. Almost any excuse will do and there always an 
  excuse. Once war is declared they will draw up a formal declaration, and send emissaries to 
  present it, demanding immediate, unconditional surrender. Typical demands include the 
  execution (by beheading) of the enemy leader (whomever they identify that to be), a yearly tribute 
  of "virgin women," an immediate relinquishment of all assets, and so-forth. 
   
  Should the surrender be refused, they will join the battle. In the initial stages of the "war" they are 
  more ludicrous than fearsome. Their weaknesses include a tendency to engage overwhelmingly 
  superior opponents on open ground, and old-fashioned mass-formation combat. As the war 
  progresses, though, losses force them to engage in more effective guerilla and hit-and-run 
  tactics. They became hard to track down and eradicate once their nest is destroyed and only 
  wholesale slaughter will wipe them out. 
   
  Most people consider them pests—a dangerous nuisance. In rare cases they have proved either 
  more threatening or unexpectedly useful, but usually, when they arrive, they are destroyed. Some 
  researchers have found interests in their society. It is an orderly mockery of human society that 
  might yield some insights into our own if it could be studied closely enough to understand. 
   
  Name: Lilliputians 
  Level 
  PHY  01 
  STR 01 
  BLD 01 
  CON 10 
  DP 2 
  Musket: 1 PEN 
  REF  10 
  COR 10 
  REA 10 
  AGI   10 
  TBH  -4R/-3H 
  Cannon: 3 PEN 
  INT    10 
  RES 10 
  MEM 10 
  WIL   10 
  To Hit 12 
   
  Move 
   
  Minor 
  Major 
  Critical 
  Grapple 
   
  1 
  2 
  4 
  Lilliputians are tiny humanoids. They speak in irritating, high-pitched voices. They are the very 
  embodiment of pomposity and condescending arrogance. 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  The Sea of Glass 
  During the early minutes of The Exchange the Domes noticed something awakening deep under 
  the mountains. They knew enough about what it was to react with nearly a hundred massive, 
  strategic hydrogen bombs. They turned a mountain range into a sea of Trinity Glass that still 
  glows a deep purple in the darkness. 
   
  The Sea of Glass is a hundred miles in diameter. The world around it is dangerous for many 
  miles past that (the wind shifts—clouds of razorblade-thin fibers fall from the sky. A town dies). 
  Those that have approached it (or entered it and returned to tell the tale—vanishingly few) tell of 
  seeing strange, beautiful castles made of azure crystal, with onyx towers and amber buttresses. 
  They talk of iridescent mists that pull back to reveal fields of diamonds and glittering arches of 
  glass. There is no understanding who or what may have built these marvels (or if they are 
  anything but the radiation-addled hallucinations of the soon-to die), but the tales continue to 
  circulate and draw unwise or unwary seekers to their doom. 
   
  Memory of the target—the thing that lay under the mountains—is lost to all but the most astute 
  students of history and those that learn the truth tend to keep their secrets close. Those who 
  study in the right places, long enough, learn about the War Machine. 
   
  The War Machine was a have creation—more properly called the Annihilation Network, or 
  Doomsday Device, it was a work of morbid art: a "proof of concept" that could bring about the end 
  of the Domes (or at least destroy the planet underneath them). It was never meant to be used, of 
  course: it was art, but in the beginning of the Exchange, it was awakened. 
   
  The War Machine was a massive system deep underground; designed to consume natural 
  resources, replicate, and overwhelm whatever it encountered. It used state-of-the-art nano-
  technology as well as good, old-fashioned heavy weapons to clear the way. If it had gained a 
  foothold, it could have consumed the biosphere in days and rendered the planet to dust in a 
  handful of centuries. 
   
  The Have's immediate and massive pre-emptive strike crippled, but did not completely destroy 
  the War Machine; it was, mathematically, impossible to destroy. They did manage to render it 
  mostly harmless, meaning that it is still, by far, the most dangerous construct on the planet. It is 
  dead, but it is still fighting, and as eons pass, it may yet live. 
   
  The Haves knew it would escape complete destruction, so they used other weapons—in addition 
  to the nuclear over-kill. The ones that remain are a variety of nano-plagues and crystal weapons. 
  The "castles" or "towers" that visitors have reported are hives of these devices. On the sub-
  microscopic scale, they hunt and destroy the remaining elements of the War Machine. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Crystal Drone 
  Name: Crystal Drone 
  Robot 
  PHY  10 
  STR 10 
  BLD 10 
  STC 14 
  DP 75 
  Armor 4pts 
  REF  10 
  COR 10 
  REA 10 
  AGI   10 
  TBH  +0 
    
  INT    10 
  RES 10 
  MEM 10 
  WIL   10 
  To Hit 12 
   
  Move 
  6y/s, sprint 8y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  4/2 
  -1/5pts 
    
    
  A crystal drone is a human "infected" by the crystal weapons. They can interface with and 
  over-ride the human nervous system and (in some cases) de-activate the cortex. The crystal 
  weapons usually ignore intruders—their mandate is to hunt and destroy the remnants of the 
  War Machine and prevent it from rising. Sometimes, however, they must take the battle 
  beyond the Sea of Glass and to do so, they need a human host: they are built with a variety of 
  failsafe mechanisms that prevent them from operating out of their domain 
  An infected human is significantly transformed into a human-appearing creature that does not 
  age or feel pain. The human nervous system is replaced, cell by cell, with crystal fibers. The 
  result is a "zombie" with the host's memories and personality. It is under remote control from 
  the command center, but can act on its own judgment. 
  Crystal Drones are created and dispatched to recover or destroy parts of the War Machine 
  that have been taken or moved from the Sea of Glass. Once their mission is complete, they 
  may be "released" (the process cannot be undone, but the drone can be returned to its own 
  control)—but they may be "decommissioned" at any time. 
  Contact between the command center and the drone appears to be telepathic in nature. 
  Crystal Drones have Telepathy L2 at 14- 
   
  Crystal Guardian 
  Name: Crystal Guardian 
  Robot 
  PHY  -- 
  STR 60 
  BLD 35 
  STC 14 
  DP 280 
  Armor: 10 
  REF  10 
  COR 10 
  REA 10 
  AGI   10 
  TBH  -4R/-3H 
  Force Field: 60pts 
  INT    10 
  RES 10 
  MEM 10 
  WIL   10 
  To Hit 12 
   
  Move 
  14 y/s, sprint 21 y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  72/60 
  -1/20pts 
  2 
  4 
  A crystal guardian is a large (think mid-sized car) crystal spider. It moves with a fluid grace 
  that is more sea-creature than insect. The Guardians are undeniably beautiful. They are 
  composed of millions of tiny crystal warriors, and can dispatch "swarms" of themselves. They 
  are highly radioactive, are armed with a variety of telepathic weapons, and sometimes carry 
  physical weapons as well. 
  Telepathy L2 15- 
  Radiation Lens: Fires a beam for 60pts of RAD. 
  Swarm: PWR 60 Disintegrate, PWR 18 Death Ray, PWR 18 Infect (See Crystal Drone) attack 
   
  The War Machine is gone, but it lives in fragments. One of its over-riding principals was an 
  attention to redundancy and self-healing architecture. Each element of it is built to combine and 
  re-grow. It can use mechanical, biological, and even information systems that it recognizes and 
  analyses to do so. 
   
  Each element of the War Machine has its own mind—a sub-microscopic computer array 
  (hundreds of billions of switches and gates, all small enough to fit in a tear-drop) which 
  coordinates its feverish rebirth. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  "Elements" usually appear as scrap metal (radioactive now), with fragments of useful or 
  interesting technology. They were once specialized pieces of larger engines of destruction. Now 
  they are blind and wounded, laying low, waiting for a contact. 
   
  When an "element" detects a system it can use (is picked up by a human being, is attached to a 
  computer system, is installed in a machine), the mind begins to adjust the tiny machines that 
  compose the element and it comes to life. 
   
  Elements—thank God—cannot simply recompose the War Machine. If they could, the world 
  would have ended by now. Instead, they build an intermediate device: a cybernetic organism 
  capable of acting and fulfilling the war machine's objectives. The cyborg will attempt to consume 
  those around it and then, eventually, re-combine with enough other elements to being the re-
  construction of the war machine. 
   
  War Machine Cyborg 
  Name: War Machine Cyborg 
  Robot 
  PHY  14 
  STR 24 
  BLD 08 
  STC 14 
  DP 98 
  Slash: 6 PEN 
  REF  10 
  COR 10 
  REA 10 
  AGI   10 
  TBH  -1R/-1H 
  Bite: 4 PEN 
  INT    10 
  RES 10 
  MEM 10 
  WIL   10 
  To Hit 12 
  Armor 8pts 
  Move 
  7y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  27/14 
  -1/14 
   
   
  War Machine Cyborgs look like crawling collections of scrap metal. They have delicate, 
  articulated manipulators that look like fine, tiny spiders legs and grippers, that they use to pull 
  in and incorporate other machines and devices into themselves. War Machine Cyborgs are 
  built out of whatever's around. They might be composed of kitchen appliances, parts of motor-
  cars, and so-forth. 
   
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Terror Bot 
  Name: Terror Bot 
  Level 
  PHY 
  STR 09 
  BLD 11 
  STC 14 
  DP 140 
  Armor 2/4 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -1 
  Force Field 50 
  INT 
  RES 13 
  MEM 13 
  WIL   -- 
  To Hit 13 
   
  Move 
   
  Minor 
  Major 
  Critical 
  Grapple 
  36/30 (Tractor Field) 
  4 
  12 
  24 
  These machines (also called assassin bots) were built during the later days of the Age of War. 
  They were designed to inspire fear—their programmed personalities are intentionally ruthless 
  and cruel. Unlike the Executive System, they have no greater purposes beyond their own 
  continued existence and entertainment. 
  Terror Bots, by their nature, are not tolerated in civilized places: they are relentlessly hostile to 
  those they do not view as "valuable." They do, however, enjoy games, challenges, and seek 
  power and to this end they communicate and deal with humans who fit into their demented 
  plans. 
  Terror bots look like floating armored spheres with eye-like apertures and arrays of sensory 
  gear and antenna. They are often armed with a variety of weapons. 
  Tractor/Pressor Beam  
  Shrike Missile Pods 
  Plasma Cannon 
  Laser Rifle 
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  Things in the Ruins 
  As in the Outer Wasteland, in the ruins the "rules" no longer apply. Things have broken down 
  here worse than anywhere else—perhaps because there was simply more traumatic combat—
  perhaps because in a sense of civilization and society there was "further to fall." Whatever the 
  case, the ruins are not just places of ancient plagues, old robots, and radioactive craters: they are 
  places that are abandoned and weird. The ghosts of a vanished society few can even understand 
  still remain. And those ghosts still awaken at the sound of an engine or the scent of an intruder. 
  Junk Man 
  Junk Man is usually seen wandering around ancient dump sites and ruins. He is described as a 
  gaunt figure, somewhat stooped, wearing a long black coat and a hat whose shadow obscures 
  his face. Junk Man is said to have clear or transparent flesh over a battered skeleton patched 
  together with bolts, screws, and metal plates. Those who have seen him say that almost no bone 
  is left undamaged and the sight of his patch-work body suggests a history of incredible pain. 
   
  Junk Man is telepathic and sometimes chooses to communicate mentally with those around him.  
   
  Name: Junk Man 
  Special 
  PHY 
  STR 14 
  BLD 09 
  CON 17 
  DP 60 
  Armor 12 / 14 
  REF 
  COR 11 
  REA 11 
  AGI   12 
  TBH  +1R/+2H 
  Aura: -6 Damage Modifier 
  INT 
  RES 13 
  MEM 20 
  WIL   14 
  To Hit 12 
   
  Move 
  9y/s run, 16y/s sprint 
  Minor 
  Major 
  Critical 
  Grapple 
  9/7 
  20 
  60 
  120 
  The Junk Man is—to most people—simply a legend. However photographic teams have 
  recorded evidence that those who've studied them (AI's, for example) don't believe are fake. 
  They pick amongst the ruins, collecting things—pieces of glass, shards of metal—garbage and 
  sometimes old valuable things. They are able to move through the ruins almost at will (they 
  can certainly go places people can't begin to). Sometimes they will be followed and seem to 
  function as guides (although the places they lead their charges are often frightening and 
  sometimes dangerous—and, it has been said, weirdly relevant or personally meaningful to the 
  person following. 
  Omen: Junk Men are considered by most bad omens—sometimes of the worst sort—but tales 
  persist of them helping people in danger (usually people who were in the ruins for reasons 
  other than prospecting) and they are not usually aggressive—and when they are, it seems to 
  be an attempt to drive people off rather than to destroy them. 
  Weapons: Junk Men sometimes carry guns, worn gunslinger fashion. They are Lvl 3 17- 
  skilled with them. 
  Telepathy: Level 3. Often with attack powers. 
  Teleportation: up to 900 yards. This will not work through a Force Field nor can it operate 
  when the Junk Man is being watched. 
  Invisibility to Robots: Robots don't respond to Junk Men. They see them—they will walk 
  around them—but they ignore them (even on guard duty or patrol). 
  Jinx: Any technology used against the Junk Man must make a 9- roll or fail. The more 
  advanced (energy weapons), the lower the roll (7- down to 3- for an Annihilator). A very simple 
  machine (a revolver) gets a +5 to the roll. Video Cameras tend to fail on a 11- if the Junk Man 
  doesn't like them. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Fat Gold 
  Name: Fat Gold 
  Monster 
  PHY 
  STR 180 
  BLD 256 
  CON 14 
  DP 256 
  Armor 64/128 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +3/+3 
  Sulfur Breath: 80 
  INT 
  RES 10 
  MEM 10 
  WIL   12 
  To Hit 13 
   
  Move 
  8y/s, 11y/s sprint 
  Minor 
  Major 
  Critical 
  Grapple 
  240/200 
  85 
  256 
  512 
  Fat Gold is a massive, vaguely humanoid creature 9' tall and about as wide. It appears as a 
  hairless, massively obese man with golden skin (some reports say Fat Gold's skin in fact has a 
  slightly metallic sheen. Others describe it as "dusky.") 
   
  Fat Gold's face is a feeding suction-cup with two dark eyes above it. It can breathe fire. Fat 
  Gold's are monsters—their motives are unknown—but their behavior is dedicated to preying 
  on those who come within their grasp in the most terrifying way possible. They will take 
  hostages (with active communicators) to lure others to their lairs. They know and sometimes 
  work with Exiles. They are enemies of civilization and emissaries of terror and death. 
  Fat Gold is mute but is capable of making soft, biological grumbling sounds with its stomach. 
  Very often Fat Gold will have a servant—a creature it has spared—to translate and interact 
  with others for it. Fat Gold most often wants victims, but may be willing to bargain for 
  unfettered access to the soft, tender innocents it finds most delicious. 
  Vampiric Kiss: Drains 16 DP per 5 REA action, which Fat Gold gets. Must have a Hold. The 
  amount is modified by the Damage Modifier (+2 per level of Hold). 
  Sulfur Breath 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Flame Thrower 
  80 Flame 
  4x 
  -1 
  -1/7y 
  1 Every 3 turns 
  Fat Gold breathes flame with a +1 to hit Large Weapon bonus (and 4 attacks for 10 REA). It's short 
  range but very damaging. 
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Radiation Princess 
  Name: Radiation Princess 
  Very Deadly 
  PHY 
  STR 09 
  BLD 08 
  CON 10 
  DP 15 
  Armor: None 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  -1 
  Force Field: 30pts 
  INT 
  RES -- 
  MEM -- 
  WIL   -- 
  To Hit 12- 
   
  Move 
  8 y/s (floating up to 2 yards up) 
  Minor 
  Major 
  Critical 
  Grapple 
  3/1 
  5 
  15 
  30 
  Radiation Princesses appear as short, beatific floating (hovering) female shapes. Often they 
  wear strange cloths that glitter or glow and jewelry with oddly large gem-stones or of an 
  amazingly intricate cast. They may have been a kind of robot or automation created in the Age 
  of Wonders … or some kind of 'artistic' battle machine from the Age of War. As far as is 
  known, they lie dormant until they detect something in the area—then they come. Often they 
  are found in high-level high-risies. The air around them is filled with a hymn-like music—a 
  sound of chimes. They can be heard with a perception roll at about 50 yards range. As they 
  glow, they are at +2 to perception rolls to spot (when active). The figures themselves glow 
  radiantly and, when they awaken and see a person, will approach. They fill the air with deadly 
  radiation. When damaged, they do not bleed but do suffer biological damage. Telepathy 
  shows them to have no organic or comprehensible mind. 
  A Radiation Princess pumps out radiation on the following chart: 
  Distance 
  Rad pts 
  2 yards 
  32 / second 
  4 yards 
  8 / second 
  6 yards 
  3 / second 
  8 yards 
  2 / second 
  10 yards 
  1 / second 
  12 yards 
  1 / 3 seconds 
  14 yards 
  1 / 10 seconds 
   
  They are protected by Force Fields. A Force Field acts as armor. Its Penetration resistance is 
  60pts. When struck, the field degrades. If damage gets through, it loses power (defense) equal 
  to 1/5th the damage done. If the damage does not penetrate but exceeds half the field's current 
  strength it loses 1/10th the damage done. The field regenerates 6pts per second. 
  Ray of "Light" 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Energy Weapon 
  18 
  S 
  -0 
  -1/50y 
  infinite 
  Radiation Princesses do not attack until fired upon—but when they are threatened they respond with a 
  beam of light from each hand. The beam strikes for Impact damage and ignores all armor. They will 
  usually fire twice per turn, even if moving. 
   
   
  Indexer 
  Name: Indexer 
  Ultra Deadly 
  PHY 
  STR 42 
  BLD 166 
  CON 13- 
  DP 166 
  Armor: 16 (Coverage 3) 
  REF 
  COR 11 
  REA 11 
  AGI   11 
  TBH  +3R/+3H 
   
  INT 
  RES 13 
  MEM 20 
  WIL   14 
  To Hit 14- 
   
  Move 
  6y/s (sprint 8y/s) 
  Minor 
  Major 
  Critical 
  Grapple 
  115/92 
  55 
  166 
  332 
  Indexers are a mystery. Some legends haves it they were created by a cult who tried to 
  preserve mankind's knowledge before it was snuffed out altogether. Others say they were 
  created and left behind by the Haves to go out in the world and see what had become of it in 
  their absence. However, everyone agrees, they are uniformly dangerous. 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  The Indexer is a 12-foot red colored land-roving cephalopod (it looks like a carapace covered 
  giant squid). Their eyes glow with golden light and are as bright as flood-lamps when fully 
  open. They are intelligent and can, sometimes, be talked too—however an encounter with one 
  usually has a single result: the subject's mind is absorbed and "catalogued" leaving the body 
  an empty mindless husk. The 'bow shock' of the Indexer is large enough that most subjects 
  are taken before they are even aware the Indexer is there (although it must hide to approach 
  in an open area—and Telepaths will know instantly when one is within a mile). 
   
  They are quite intelligent but do not usually communicate (almost nothing can get close 
  enough, but they will talk to other telepaths). They claim (and for all anyone knows this may be 
  true) that they are saving the minds and "uploading them to the database" (again, no one can 
  verify anything about this). In any event, the Indexer can access any of the data in minds it has 
  absorbed—this can make them extremely valuable to get hold of if one can possibly entice 
  them to cooperate. 
  Absorb Mind: The Indexer has a Resisted Attack of great power that extends within a 40 ft 
  radius around its body. Mind-shields within "the storm" degrade at 12pts per second. Once the 
  shields are gone, it will pulse each second (on it's turn—but the attack cost no REA). 
  Range  
  Power 
  100 yards 
  06 (but it can be felt) 
  50 yards 
  09 
  25 yards 
  13 
  15 yards 
  15 
  10 yards 
  16 
   
  Effect 
  Result 
  Minor 
  Target is disoriented—treat as dazed. 
  Standard 
  Target is staggered: incapacitated, make WIL rolls each turn to recover. 
  Major 
  Target is unconscious. 
  Critical 
  Mind is absorbed. Body lives on (might be possible to return it) 
  Catastrophic 
  Mind is absorbed, body dies. 
   
  Telepathy Level 3: All Indexers are L3 Telepaths with the Mind Blast attack. 
  Tentacles: Indexers have 10 tentacles 
  Beak: 36 PEN damage bite 
  N-Mass 
  Name: N-Mass 
  Ultra Deadly 
  PHY 
  STR 109 
  BLD 500 
  CON 14- 
  DP 1000 
  Armor: 30 (Coverage 4) 
  REF 
  COR 13 
  REA 14 
  AGI   13 
  TBH  +4R/+4H 
   
  INT 
  RES 07 
  MEM 12 
  WIL   16 
  To Hit 13- 
   
  Move 
  15y/s (sprint 30y/s) 
  Minor 
  Major 
  Critical 
  Grapple 
  120/100 
  333 
  1000 
  2000 
  The N-Mass is a thick, self-motive gray ooze. They come in all sizes from man sized to 
  building sized—but the old ones—the ones that are still around—tend to be of the larger 
  variety. They are terrifying entities: composed of sub-molecular machines, on contact they 
  dissolve anything they hit, absorbing it. They can roll over an absorb a hover-tank as easily as 
  a unarmored human. They can and do absorb inorganic material—but this is sparing—they 
  were developed as weapons and hunt flesh. Usually the area around an N-Mass pool will be 
  devoid of any living thing—unfortunately, in the ruins this is often the case for many reasons. 
  Absorb—Small Pseudo-pod: The mass can, if it is not moving, extend one Psudeo-Pod at 
  12 yards range per 50 Mass of the pool (the one shown here is 1000 mass: 75000lbs). If it hits 
  the target will lose any worn armor and suffer a Minor Wound (up to 100DP). If it scores a 
  Success, the target will suffer a Major Wound (up to 1000 DP damage). A Major Success will 
  cause a Critical Wound (up to 2000 DP damage). 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Regenerate: N-Masses are difficult to damage. The simply reform when hit with physical 
  force. Energy can burn them, but they're very tough (they do not ever take Penetrating 
  damage). All damage from physical attacks is regenerated instantly at the beginning of the 
  next turn. 
  Envelope: If an N-Mass attacks a vehicle, compare masses. The N-Mass will transfer 75% of 
  its mass from the target vehicle to itself each turn (attempts to break free use the Vehicle's 
  'Grapple' Score—see Vehicular Combat). After 1 turn per 50pts of armor the vehicle has, it 
  can begin attacking the crew inside. 
  Happy Fun Machine 
  Name: Happy Fun Machine 
  Strange 
  PHY 
  STR 19 
  BLD 90 
  STC 15- 
  DP 300 
  Armor: 6 
  REF 
  COR 10 
  REA 10 
  AGI   10 
  TBH  +1R/+1H 
   
  INT 
  RES 09 
  MEM 12 
  WIL   -- 
  To Hit 10- 
   
  Move 
  4 y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  12/15 
  -1:20 
   
   
  Happy Fun Machines are rare—and strange. They are, some say it is clear, artifacts of the 
  shopping malls and urban centers long since destroyed. They say that the machines—despite 
  some rudimentary programming—are simply running patterns of commerce from long, long 
  ago: that they are as damaged as the cities they inhabit. And yet, those who have met them, 
  often don't quite agree. 
   
  Happy Fun Machines appear as ancient jukeboxes with stubby legs. They have primitive 
  electronic faces, flashing lights ('YOU ARE A WINNER!!!') and can play a variety of somewhat 
  garish electronic music. They seem to be (and seem to think they are) in some sort of carnival 
  or extravaganza or celebration. They are there to help everyone have a great time. Their 
  approach is friendly (and indeed, the Happy Fun Machine is not dangerous). They can 
  dispense information (they have a decent idea of the lay of the land as it would have appeared 
  500+ years ago) and they can talk in coherent but simple sentences—they are upbeat, caring, 
  and have seemingly no comprehension of the destroyed world around them. 
  And they don't quite seem to live in it either. Even as they are encountered, they talk to other 
  people ("Hello, little girl, would you like a balloon?" It inflates one and it sails up into the night). 
  It hands out tokens and tells "everyone" to wait their turns—there's plenty to go around! It 
  really does, people who've encountered them, say to be interacting with people from long, long 
  ago. 
  There's more—but it's all superstition—all rumor—all wild stories. Some say that encountering 
  a HFM is an omen that strange forces are at work in the area. Tales are told of meeting those 
  who are long dead—of finding establishments that shouldn't still be working—much less 
  populated—of having encounters that are too strange to be believed. 
  Finally, there's the question of where they go. They don't move fast, don't seem to hide, and 
  are quite easy to spot—and yet, from hour to hour or minute to minute they are incredibly hard 
  (impossible really) to track. Expeditions to find them and recover them have universally been 
  beset by hardship. Even when found, and captured, they have a disturbing tendency to vanish. 
  Equipment can fail around them (when used against them), and parties with one in custody 
  often meet with disaster. 
  The only true record of their passing are the tokens they hand out, reading WHAT FUN! Or 
  GOOD TIME! Or some other simple, short, happy slogan. No one knows what, where, or when 
  they were redeemable for. 
  Vending Machines of the Ancients 
  Name: Vending Machines of the Ancients 
  Strange 
  PHY 
  STR -- 
  BLD 50 
  STC 15- 
  DP 150 
  Armor: 4 
  REF 
  COR -- 
  REA -- 
  AGI   -- 
  TBH  +3R/+3H 
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  INT 
  RES -- 
  MEM -- 
  WIL   -- 
  To Hit -- 
   
  Move 
  ? 
  Minor 
  Major 
  Critical 
  Grapple 
   
  -1:20 
   
   
  Vending Machines of the Ancients are barely, hardly, a being to be encountered—and yet, in a 
  very real way, they are. It is unclear how or when they were produced (most assume the Age 
  of Wonders built so many strange things that, hey, the machines are hardly inexplicable). 
  Others aren't so sure even that explains them. VMotAs are self mobile (but they move very 
  slowly) commerce engines. They seem to create product internally (they have been taken and 
  disassembled and their parts are disturbingly simple and completely mysterious) using air and 
  water, like a plant to create candy bars, sodas and other … stranger things. 
  They seem to congregate (a place with one will have others lurking nearby) and they hate 
  each other—although no act of VMotA violence has ever been recorded, groups of them 
  (circles) have been found around one that has clearly been torn to pieces, it's goods scattered 
  … and smashed.  
  It is believed they are harbingers of doom and bode ill. They certainly give one the feeling of 
  being watched. Although they clearly can move (they seem to go from place to place—and 
  hidden cameras have watched them inch across the floor)—they don't do it when anyone is 
  watching and nothing explains how they can cross large distances … or go up stairs. 
  When encountered, teams tend to feel afraid—many do not feed them credits (they'll take 
  them—as well as ancient currency)—out of fear of some fell curse. 
  Cam-Snakes 
  Name: Cam-Snakes 
  Strange 
  PHY 
  STR 07 
  BLD 1 
  CON 11- 
  DP 6 
  Armor: 0 
  REF 
  COR 12 
  REA 12 
  AGI   12 
  TBH  -4H/-5R 
   
  INT 
  RES 03 
  MEM 16 
  WIL   11 
  To Hit 14 
   
  Move 
  6 y/s 
  Minor 
  Major 
  Critical 
  Grapple 
  5/3 
  2 
  6 
  12 
  The Cam-Snake is a simple bio-mod cyborg: a serpent with a video-camera for a head. They 
  are strange, curious, and no-hostile (although they certainly do tend to startle those who 
  encounter them for the first time). The tapes are grown organically inside and laid as eggs 
  when they are full (each tape holds 200hrs of tape). The snakes watch interesting things and 
  can move quite quickly when they have to (the average Cam-Snake is 5 feet long). What they 
  record can be of interest to others (and they have been captured and make decent pets). 
  X-System Robots 
  The Executive System was created in the Age of Wonders as a peace-keeping force of robots 
  designed to serve its human masters. In doing so, society violated the three primary principle's of 
  Robotics (Kenton's Laws): 
   
  A) It is okay to build automated factories. 
  B) It is okay to build robot death machines. 
  C) NEVER build automated factories that make robot death machines. 
   
  They're not bright—and they mainly haunt the ruins, but they are dangerous and there are 
  theories that they are expanding. 
   
  Intellect: These robots are Expert Systems (and fairly primitive ones at that) not "artificial 
  intelligences". They don't, usually, evidence personality at all.  In addition to having an INT stat 
  they have a Program. These are: 
   
  Program 
  Description 
  Patrol 
  and 
  Respond 
  The robot guards a sector. It may walk ceaselessly back and forth, patrol 
  several city blocks, or stand guard. When someone enters the sector 
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  without proper electronic id (which almost no body has anymore) it will 
  attack. It will chase down those who fire on it—but will not deviate too far 
  from its zone. 
  Search 
  and 
  Destroy 
  The robot is "on maneuvers"—it wanders through the area engaging 
  anyone who meets the profile of "the enemy" (which, at this point, seems to 
  be everyone). 
  Mine 
  The robot acts like a "mine." It lies in wait and then attacks anything that fits 
  the profile of enemy—which is pretty much everything by this time. 
   
  Robotic Actions: Robots have REA, but their number of attacks is disconnected from their 
  "reaction speed." Roll their REF for Initiative, but when they get to act, they will be able to take 
  their listed number of moves. 
   
  Special Rules for Robot Degradation 
  Failure 
  Note 
  Crack 
  Arm blown off (if the robot has one and it doesn't mean 
  losing an attack). 
  STC drops to 10 or below 
  Loose 1 attack if there is more than 1. Weapon blown off. 
  Major Failure 
  Fails 3 STC rolls: destroyed. Fails 2: Shut-down for 30 
  seconds, major weapon destroyed. Fails 1, shutdown for 2 
  seconds, major weapon destroyed. 
   
  Robotic Movement: Robots are given a cruising speed with "burst" times. They can increase 
  their speed for short periods. Usually this recharges each day. 
   
  Sensors: Robots use a variety of sensors (heat, motion, Sight, Sound). A standard Battery of 
  sensors is sight and sound. Expanded gives 360-degree motion sensors and heat-sensors that 
  remove darkness modifiers. 
   
  Radio Contact: X-System units will not usually "call for help" however, in the ruins one must be 
  careful: firing a weapon within auditory range of an X-System robot may well call it over—and if 
  you're unlucky it might call several over. 
   
   
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Battle Sphere (Mid-Sized) 
  Name: Battle Sphere 
  X-System Mid level unit 
  PHY -- 
  STR 13 
  BLD 20 
  CON -- 
  DP 240 STC12-
   
  REF 12 
   
  1 Move and 3 Attacks 
  TBH  +0 
  Motive: Hover Engine 
  INT   10 
   
  Search and destroy 
  To Hit 14 
  Manipulators: None 
  Move 
  Cruise 5y/s, Burst 12y/s for 10s 
  STC 
  Sensors 
   
  Hull 
  12/40 
  -1:20pts 
  Standard 
  13- 
  The battle sphere is a 6 foot diameter metal globe (with slightly irregularities plating and a 
  black-sensor plate on the front that makes it look a little like it's smiling). From each side 
  comes two Lepton-Laser guns and on the top is mounted a heavy Proton Beam. It floats about 
  2 yards above the ground and makes a Wrrrnnnnn-Wrrrrrnnn-Wrrrrnnnnn noise as it passes. 
  Lepton Laser 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Focused Energy Weapon 
  25 Cutting 
  1 
  -- 
  -1/50y 
  Battery 
  The Lepton Laser fires a focused particle beam along a laser guidance system. It ignores 4pts of armor 
  (if armor drops to 0, PEN defense is halved). And it is treated as a Cutting Tool (PEN damage). If it hits 
  by 4+ the Base damage is 45 instead of 25. 
   
  Light Proton Beam 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Focused Energy Weapon 
  80 IMP 
  .5 
  -- 
  -1/20y 
  Battery 
  The Proton Beam is a red blast of energy that, within the course of the beam materializes high-energy 
  heavy boson particles. The effect is massive kinetic impact with lots of electrical arcs along the path of 
  the beam. The beam must be charged for a second before being fired.  
   
   
  Heavy Walker 
  Name: Heavy Walker 
  X-System Heavy Unit 
  PHY -- 
  STR 200 
  BLD 800 
  CON -- 
  DP 1500 STC15- 
  Hull: 12/40 
  REF 12 
   
  1 Move or 2 Attacks 
  TBH  +4 
  Motive: Legs 
  INT   11 
   
  Patrol and Respond 
  To Hit 14 
  Manipulators: 1 Arm 
  Move 
  Cruise 7y/s, Burst 10y/s for 2 min 
  STC 
  Sensors 
   
  Hull 
  12/40 Plates 30/120 Coverage 4 
  -1:100pts 
  Standard 
  12- 
  The Heavy Walker is greatly feared: they were created in the aftermath of the collapse as 
  giant 2-story bipedal battle robots. Many remain, often patrolling, but sometimes simply 
  "waiting" in a blasted out parking garage or the back of a burnt out strip-mall. Often they are 
  outfitted with light projectile weapons and rocket launchers as they were not intended for full-
  blown military battles. When they walk they go Cluuung-Cluuunng-Cluuuunnnng—Wrr—
  Cluunnng. Their single arm has a 40 STR. 
  Twin Light MG's 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Bullets 
  15 PEN 
  3x [12] 
  -.5 
  -1/50y 
  1200 rnds each 
  Two light metal machine guns come from the side that doesn't have the massive arm. Above them is a 
  spot light that removes all darkness modifiers within 20 yards in the direction of aim. 
   
  Rocket Pack 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Rocket 
  120 X 
  .5 
  -- 
  -1/100 
  8 
  The rocket pack is an explosive weapon (RAD is 2 yards).  The weapon must lock on: this takes 1 
  second of aim and a to-hit roll. The next second will allow firing. They are at -2 to hit human sized 
  targets (no negative to hit vehicles). 
   
  Plasma Cannon 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Focused Energy Weapon 
  50 IMP 
  1 
  -- 
  -1/25 
  Battery 
  Some were outfitted with energy weapons. Anyone within 2 yards of a Plasma Cannon strike takes 
  10pts of damage (or if it misses by 1). It gets a minimum of +2 damage modifier.  
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
   
  Assault Sphere 
  Name: Assault Sphere 
  X-System Light Unit 
  PHY -- 
  STR 11 
  BLD 15 
  CON -- 
  DP 75 STC15- 
    
  REF 12 
   
  1 Move and 2 Attacks 
  TBH  -3 R/ -2 HTH 
  Motive: Hover engine 
  INT   08 
   
  Search and Destroy 
  To Hit 14 
  Manipulators: none 
  Move 
  Cruise 15y/s, Burst 25y/s for 30 min 
  STC 
  Sensors 
   
  Hull 
  8/20 
   
  -1:5pts 
  Expanded 
  14- 
  Assault Spheres are basketball sized floating metal balls with two lasers attached to the sides. 
  They are fast and have a faint red glow about them. They tend to move in threes. They make 
  a high-pitched Shreeeeeeeee sound when they acquire a target and move towards it firing. 
  Light Lepton Lasers 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Focused Energy Weapon 
  15 PEN 
  1 
  -- 
  -1/30y 
  Battery 
  The Lepton Laser fires a focused particle beam along a laser guidance system. It ignores 4pts of armor 
  (if armor drops to 0, PEN defense is halved). And it is treated as a Cutting Tool (PEN damage). If it hits 
  by 4+ the Base damage is 25 instead of 15. 
   
  Demented Robot Trooper 
  Name: Demented Robot Trooper 
  X-System Light Unit 
  PHY -- 
  STR 11 
  BLD 15 
  CON -- 
  DP 120 STC 12- 
   
  REF 12 
   
  1 Move or 2 Attacks 
  TBH  -0  
  Motive: legs 
  INT   13 
   
  Search and Destroy 
  To Hit 13 
  Manipulators: 2 arms 
  Move 
  Cruise 6y/s, Burst 8y/s for 10s 
  STC 
  Sensors 
   
  Hull 
  4/16 
   
  -1:10pts 
  Expanded 
  11- 
  It's not clear what's wrong (precisely) with the robot troopers. They're humanoid, capable of 
  speech, and have personality modules ("Scared Private," "Tough Sergeant," "Naive 
  Lieutenant," etc.) On theory is that they were created to integrate with biological troops and 
  therefore had to present some kind of human interaction. Another is that they were created as 
  some kind of twisted joke. The Troopers believe the war is still going on. They believe they are 
  receiving orders from 'High Command' (the X-System data cores, presumably—but their 
  objectives make no sense). They have no concept of time or space ("yeah, this area is 
  bombed out—we gotta evacuate the civvies"). This is an advantage: they are not always 
  hostile. An encounter may involve them "defending" the characters, forcibly removing them to 
  another location (often more dangerous—but the troopers don't seem to know that). Or it may 
  involve ambush. They are usually outfitted with plasma grenades as well. 
  Proton Assault Rifle 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Focused Energy Weapon 
  15 IMP 
  4x [16] 
  -1 
  -1/50y 
  160 shots 
  While connect to the robot the assault rifle doesn't run out of ammunition. It fires bolts of red energy 
  and is not especially powerful nor controllable. 
   
  Anti-Personnel Bazooka 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Focused Energy Weapon 
  90 X 
  1/3 
  -1 
  -1/50y 
  1 
  The Bazooka uses an "energy missile" which is loaded in the front (they carry it around with one loaded 
  (loading a new one takes 3 seconds). When fired the rocket (which looks like an RPG round) 
  "volatizes" and the energy form streaks towards the target. The attack is explosive: 2 yard RAD, a hit 
  by -1 hits for ½ damage, and the minimum Damage Modifier is +4. Their heavy weapon's guy (usually 
  complaining) carries 4 rockets, one loaded. 
   
   
   
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  Crawler 
  Name: Crawler 
  X-System Capital Unit 
  PHY -- 
  STR 300 
  BLD 2000 
  CON -- 
  DP 3000 STC15- 
   
  REF 12 
   
  1 Move and 4 Attacks 
  TBH  +5 
  Motive: Treads 
  INT   08  
  Search and Destroy 
  To Hit 13 
  Manipulators: none 
  Move 
  Cruise 9y/s, Burst 25y/s for 30 min 
  STC 
  Sensors 
   
  Hull 
  30/300 Plates 300/1200 coverage 8 -1:300pts 
  Standard 
  14- 
  If you see it, it's probably the last thing you see. Created as a response to armed attacks 
  against the X-System, the Crawlers look like long purple beetles bristling with weapons. 
  They're radioactive (4 RAD points per second if you're with in 100 yards) and inexorably 
  deadly. They are the size of two Main Battle Tanks strung together. They sound like heavy 
  moving gears: Crrruuung-chungg—clunk—Crrruuuunnng-chungg. 
  2x Neutron Guns 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Focused Energy Weapon 
  700 PEN 
  .5 
  -- 
  -1/300y 
  Battery 
  The Neutron Guns are heavy anti-vehicular weapons. They must be charged for a moment before fire. 
  When fired, everyone within 20 yards of the target zone gains 20 RAD points. Being in a vehicle will 
  reduce this to 4 (a Force Field to 0). Although not "explosive," everything within 4 yards of the strike 
  zone will take 80pts of damage. 
   
  8x Proton Cannons 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Focused Energy Weapon 
  100 PEN 
  1 
  -- 
  -1/100y 
  Battery 
  The proton cannons are anti-powered infantry and bristle along its spine. 
   
  Shrike Heavy Missiles 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Rockets 
  900 X 
  1 
  -- 
  -1/800y 
  6 
  The Crawler can launch one rocket per turn. Their blast RAD is 2 yards, a hit by -1 hits for half damage 
  and the minimum damage modifier is +4. Boom. 
   
  SADD (Search and Destroy Drone) 
  Name: Search and Destroy Drone 
  Light X-System Unit 
  PHY -- 
  STR 10 
  BLD 1 
  CON -- 
  DP 30 STC 15- 
   
  REF 14 
   
  1 Move 0 Attacks 
  TBH  -3 
  Motive: Hover Engine 
  INT   03  
  Mine 
  To Hit 10- 
  Manipulators: none 
  Move 
  Cruise 25y/s 
  STC 
   
   
  Hull 
  3/9 
   
  -1:2pts 
   
  Extended 
  14- 
  SADD's are soft-ball sized drones with a red sensor eye in the middle front and two engines 
  on the back. They are "mines." When they detect movement of "the enemy" (everyone for the 
  hundreds of SADD's scattered about urban areas for centuries) they float out of hiding and 
  streak towards the target. When they arrive, they explode. They make a Wweerrn-Wweerrn 
  noise for the first second and then a shrill Shreeeeeeeee when locked onto a target.  They will 
  come in waves so as not to fratricide. This might be 1 or 2 at a time—or 50 or 60 against a 
  large group. 
   
  SADD Blast 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Explosive 
  80 X 
  1 
  -- 
  -- 
  Only once 
  They'll rarely hit directly: if the to-hit roll misses, they'll explode anyway, for 40pts of damage to their 
  target. In this case, because the explosion is essentially a HTH attack, it'll take a miss by 5 to do 1/4 
  damage. Minimum Damage Mod is +4. 
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  S-001 Series Assault Robot 
  Name: S-001 Assault Robot 
  Medium Light X-System Unit 
  PHY -- 
  STR 35 
  BLD 133 
  CON -- 
  DP 225 15- 
   
  REF 11 
  1 Mv & 1 Attor 2 Att/No Mv 
  TBH  +2 
  Motive: Tracks 
  INT   03  
  Search and Destroy 
  To Hit 12- 
  Manipulators: none 
  Move 
  Cruise 13y/s 
  STC 
   
   
  Hull 
  5/20 
  Plates 15/30 Coverage 5 
  -1:15pts  
  Standard 
  11- 
  The S-001 Series looks like a semi (very semi) humanoid body and head with two "wing" arms 
  terminating in gattling guns. Its feet are large triangular treaded units. They weigh about a ton 
  due to aluminum systems. It has evil red laser scope-eyes. 
   
  Gattling Gun 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Bullet 
  25 IMP 
  5x[16] 
  .25 
  -1/200y 
  3200 
  These guns are light-caliber but quite deadly. It fires a hail of bullets. 
   
  DRIADS(Distributed Radar Integrated Air Defense Systems) 
  Name: DRIAD 
  Mine-system 
  PHY -- 
  STR 09 
  BLD 03 
  STC 13 
  DP 26 
   
  REF 15 
   
  Move or attack 
  TBH  +5 
  Motive: legs 
  INT   08  
  Mine 
  To Hit 19- 
  Manipulators: none 
  Move 
  Run at 8y/s. Sprint/leap 12y/s for 10s 
  STC 
  Sensors 
   
  Hull 
  4/18 
  No plates 
  -1:2 DP 
  Anti-Air 
  17- 
  Imagine a thing that looks a little like a walking stick beetle—a long tubular body—spindly legs, 
  and antenna. Now image that it has an active camouflage skin coating, those antenna are 
  passive and active thermal and radar arrays, and the tube is an incredibly deadly surface to air 
  missile.  Further imagine that these things (there could be hundreds of them) are skilled in 
  stealth, communicated with encrypted ultra-weak radio blip-broadcasts, and all talk to each 
  other forming a deadly web of guided crossfire for any aircraft within reach. That's the DRIADS 
  threat-net and it's been keeping people out of the air anywhere but the BoneYard for centuries. 
  Go near a ruin? DRIADS. Flying over the countryside? You'd be amazed at how many were 
  scattered and are hard to find. 
  Stealth: DRIADS are fitted with Detection Countermeasures and active-cameo (color change 
  to various camouflage patterns and shades). This gives them 16- L2 Stealth. They can also 
  climb buildings and tend to stay away from ground forces.  
  Shrike SAM 
  Dam 
  ROF 
  Control 
  Range 
  Shots 
  Chemical Rockets 
  600 X 
  1 
  -- 
  -1/800y 
  1 
  The SAM is incredibly deadly. Not only does it hit on a 19- at long range, but it has Counter-Counter-
  Measures that make it hard to distract (almost impossible with a network of DRIADS down there). 
   
   
   
   
  
  Copyright © 2003 Marco Chacon. Permission granted to copy for personal use. 
  The Iron Warlord 
  Legends remain. Pictures exist but are unclear. Those who claim to have seen it are sometimes 
  struck with a fervor—an almost religious awe. Its origins—even in rumor—are clouded in mystery 
  and speculation. It is black-iron, 300ft tall and shaped like a man. It wanders in the outer 
  wasteland, sometimes leaving tracks (surely it must sink into the earth, say the scientists) 
  sometimes not. Reports suggest it has been engaged (there are other giant war machines, the 
  rationalist tell us, and not on the absurd scale of the warlord)—from the battles with it only radio 
  transmissions remain. There have been no survivors. Some say it is looking for something. 
  Others say it is lost. A few claim it is telepathic and has talked with them. Whatever the case 
  nothing is certain.  
  The Iron Warlord 
  Name: Biggus Maximus 
  Special 
  PHY -- 
  STR 2000K 
  BLD 15000K
  CON -
  - 
  DP 30000K STC 15- 
   
  REF 13 
  Spent normally 
  TBH  +10 
  Motive: Feet 
  INT   ??  
  Artificial Intelligence 
  To Hit 15- 
  Manipulators: 2 hands 
  Move 
  walks at 60 mph due to stride 
  STC 
   
   
  Hull 
  ?? 
  ?? 
  -1:2000Kpts 
   
  Expanded 
  15- 
  The Iron Warlord is immune to all forms of psionic attack. It adjusts the effects of gravity on 
  itself to be effectively weightless or massively heavy. It is beyond the scope of any weapon 
  save nuclear blasts or above. It is capable of speech and is far from murderous in nature 
  (mostly it will ignore anything that does not attack it). It has always been opaque as to its goals 
  and motives although it has been sighted near Have Domes. Its weapons are batteries of 
  Annihilator Rifles and Neutron Guns. If it uses its fists, it does thousands of points of damage. 
   
  
SOURCE: textdata/thevault/Have-Not/Have-Not The Bestiary.pdf