16 May 2014

PSYKONS

Init +1d10
Melee Atk
 • Slam +2 (1d6, goo)
 • collapse +1 (1d3, pin, goo)
  Ranged Atk
 • Flung Goo +0 (1-in-8 blinded, goo)
AC 14
HD 1d8
MV 25
Act 1d20
SP psycho-reactive goo
Fort +7
Ref +0
Will +2
AL C

Psykons dwell deep under settlements, favoring locations where they can find humanoids in a constant dreaming state (e.g., a large hospital where some patients would always be asleep and dreaming). The psykons feed off of the brain waves of the dreamers, which in turn keeps the psykons docile.

They can become addicted to those brain waves, however, and will become violent should the dreaming stop completely. Psykons will gather and grow in number around a source, often undetected for years, and suddenly go on a terrible rampage once the dreaming stops, seeming to attack the town or city they are under for no obvious reason to the citizens.

Their bodies are similar in size and shape to those of gorillas, and their skin secretes a heavy semi-liquid wax constantly. The gooey wax causes a psychotropic reaction in humanoids on contact (1-in-100 individuals are completely immune). This reaction involves a severe change in perception, mood, consciousness, cognition and/or behavior. The effect can be avoided at each exposure with a Fortitude Save vs. DC 14.

When the creatures are docile, exposure would only likely happen by touching a psykon. However, when they are rampaging, they attack by pounding other creatures with their mighty fists, or by falling upon creatures smaller than themselves (and then pounding them while pinned, escaping being pinned takes a Str vs. Str check; individual psykons have a 3d6+6 Strength). Additionally a crowd of the beasts shambling and swaying along are going to be flinging a fair amount of the goo off in all directions, as they shake their fists over their heads in their rage, and as they slam into each other, so uncoordinated are the monsters. The blindness this may cause is entirely temporary, taking only an action or two to clear the eyes -- if one is not delusional and unaware of being blind....

When hit with the goo, humanoids are affected as follows:

Roll 1d7:

1. Attack anything that comes near, friend and foe alike, for (1d3)d4 rounds.

2. Join the psykons as if they were one of them for 1d8 rounds.

3. Paralyzed for 1d4 rounds, then 'super-charged' for the same span of time (performing double actions).

4. Severe flashback to a previous moment of extreme peril. The character spends 1d6 rounds re-living a momentous, dangerous event from their past as if it is happening now for the first time, e.g. if they were falling they fall to the ground screaming, if they were surrounded by ghouls, then they react as if that were happening now, etc.

5. Everyone they see is a family member or an old, long-absent friend. They are overcome with nostalgia or melancholy or bliss for 1d6 rounds, and remain oblivious to real dangers and events around them, interpreting everything in light of being part of their reunion.

6. Get really unhinged; eat insects, slap friends, drop weapons, hug monsters, give away money, sleep in the gutter, climb buildings, flirt with nobility, blab secrets, fold, spindle, mutilate, shake, rattle and roll... This happens for the next 1d4 days for any hour that a DC 9 Will save is failed.

7.The individual is knocked out for 1d3 rounds. Upon awakening, they suffer a lingering alteration of their persona, perhaps a new obsession or phobia, perhaps selective amnesia, paranoia, megalomania or even multiple personalities. Players should be encouraged to be creative, but should be admonished to not make choices or take things so far that they break the campaign. Effects last 1d24 months of game time.

After being hit by one of these effects, an individual is immune to the goo for 2d12 hours.

The GM should certainly develop additional options to suit their campaign.


The Psykons are featured in my entry for the One Page Dungeon Contest for 2014 (link to follow).

13 January 2014

DIRT DIVER

Init +1
Melee Atk
 • tendril lash +5 (1d6, poison)
 • undermine +5 (1d8)
AC 22
HD 8d10
MV burrow 35, jump/fly 35
Act 1d20+1d16
SP vibration senses, paralysis poison, dessication
Fort +5
Ref +2
Will +3
AL C

The Dirt Diver lays in wait a few feet under the surface of the ground, ready for the vibration of stock animals or horsemen or large troupes of humanoids to pass above it. It can then burst up through the ground, lashing out at the creatures that created the vibration. It sails through the air, able to re-direct itself to strike more targets on the way down, before re-entering the ground. It then travels underground, re-emerging to start the attack all over again.

The Diver can only accomplish this in relatively loose soil. It's attacks tear up the terrain, creating hazards to movement; after a couple of rounds, it may take a simple Dex check to not be stopped mid-move when moving over areas torn up by the Diver.

When attacking, the Dirt Diver should generally finish it's round up at the apex of it's leap into the sky, descending and attacking again on the following round, finishing with burrowing again into the earth. It then spends a round under the earth, repositioning and burrowing deep enough to again launch itself into the air, striking again on both the rise and fall.

The paralysis poison dealt by the tendril attack is not injected with each blow. When the damage die for the tendril attack comes up with from 2 to 6, it simply deals that damage, a severe lashing. When it comes up with a 1 -- a precision strike -- the poison is injected. It is not a powerful poison, and it takes only a Fort Save vs. DC 10 to shake it off. Failing the Save, the paralysis lasts for 1d3 Turns.

If the creature strikes someone down or manages to paralyze them, it will settle over them and begin to absorb all fluids from their body (1d8-5 Stamina [or Con] damage per round).

The body of the Diver is thin and leathery, covered in millions upon millions of tiny cilia. When it dives into the ground, it leaves no tunnel -- like a piece of parchment able to pull itself into the soil.

They frequently hunt along roads and near natural watering holes.

07 November 2013

AKTROXIK

Click to Enlarge.
Init +4
Melee Atk
 • Claw +11 (1d8)
 • Bite +9 (1d8 + 1d4 Stamina Drain)
Spellcasting
 • +8 (see below)
AC 13
HD 8d6
MV 35, Fly 40
Act 2d20
SP only hit by magic, spell-abilities, doppelganger
Fort +5
Ref +9
Will +4
AL C

Cast out from the Realm of Faerie, Aktroxik resembles a medium-sized, hairless dog with a vile, human head. His manner is invariably obsequious, but with a sickly air of immanent threat.

Aktroxik is an angler, ever-looking for what he can get from travelers and wanderers. Most are so afraid of just the sight of him that they will give him whatever he asks for, if he will leave them be. Never doubt that he takes advantage of their fright.

Additionally, he is formidably powerful. He can only be harmed by magic, so most of those he crosses paths with never have any hope of driving him off, should the idea strike them. He also has several abilities to call upon, which for convenience are handled similarly to Wizard spells. While they are based on spells from the Rulebook, he cannot lose them from a low casting check, and does not suffer corruption, misfire or taint of any kind, suffering merely from failing to initiate the powers instead. These abilities are:

Enlarge (pg 139) -- While Aktroxik is less than three feet from head to tail, the results should be calculated as if he were man-sized.

Fire Resistance (pg 169)

Invisibility (pg 172)

Water Breathing (pg 235)

Additionally, when he is flying, the twitching, insect-like appendages over his shoulders shiver slightly, like a rattlesnake's tail. Were these limbs to be damaged or severed, it might limit his ability to fly, or eliminate it altogether.

Aktroxik can summon a weak simulacrum of himself, most commonly to create additional fear, but it can also fight alongside himself. This lesser-powered, ersatz self will last until destroyed or until dawn, whichever comes first. He can summon it with the following results of a casting check:

9-15 - Failure

16-17 - Init (acts simultaneously with Atroxik),  Claw +3 (1d6), Bite +3 (1d6), AC 13, HD 8d3, MV 30, Fly 20, Act 1d20, SP -, Fort +2, Ref +2, Will +1

18-21 - Init (acts simultaneously with Atroxik),  Claw +5 (1d8), Bite +5 (1d8 + 1d4-3 Stamina Drain), AC 13, HD 8d4, MV 30, Fly 30, Act 1d20, SP only half-damage from non-magic, Fort +3, Ref +3, Will +2

22-23 - Init (acts simultaneously with Atroxik),  Claw +6 (1d8), Bite +6 (1d8 + 1d4-2 Stamina Drain), AC 13, HD 8d5, MV 35, Fly 35, Act 1d20, SP only hit by magic, Fort +5, Ref +3, Will +2

24-26 - Init (acts simultaneously with Atroxik),  Claw +6 (1d8), Bite +6 (1d8 + 1d4-2 Stamina Drain), AC 13, HD 8d5, MV 35, Fly 35, Act 1d20, SP only hit by magic, spell abilities, Fort +5, Ref +3, Will +3

27-28 - Init (acts simultaneously with Atroxik),  Claw +9 (1d8), Bite +9 (1d8 + 1d4-2 Stamina Drain), AC 13, HD 8d5, MV 35, Fly 35, Act 1d20, SP only hit by magic, spell abilities, Fort +5, Ref +4, Will +4

05 November 2013

LUMINION

Init +6
Melee Atk
 • Swipe +9 (5d6)
Ranged Atk
 • Energy Ray +4 (5d6; 30'; 1d10 damage to Luminon)
AC 16
HD 6d8
MV 40
Act 1d20
SP non-physical, teleport, half-damage from physical, double damage from light-based, immune to heat and cold, immune to mental effects
Fort +2
Ref +3
Will +3
AL N

A luminion is a remnant of ages past, a guardian creature with a shape that flickers from radiant human, to vaguely human-shaped and into a swirling vortex of light and colors and back again.

It lacks a coherent physical form and cannot effectively interact with the world around it, beyond speech and gesture. It can be disrupted by physical attacks, but at a reduced impact. It can attack by projecting part of it's own energy at a target. A similar damaging effect occurs if the luminion and a physical creature intersect, but this does not drain the luminion as the projected attack does.

It will generally first warn intruders away verbally, doing so with increasing insistence and clearly spelling out the threat intruders face for their transgressions. However, it's language may be completely lost to time.

Within the building, corridor, or room the luminion was originally designed to protect in the dim past, it can teleport instantly from one spot to another. It cannot leave the area it was created within, though it can 'retract' itself into apparent nothingness. It will only do so when unable to effectively defend it's area and if being damaged. A destroyed luminion may be able to re-manifest within (1d30)d30 hours.

Astute delvers may find that areas patrolled by one or more luminions have a small black box mounted near their ceiling. Made of a rigid, unknown substance, these boxes are not impossible to destroy, and when destroyed seem to banish the luminion from that general area. Extremely clever and crafty individuals may find the means to remove such a box and place it elsewhere, using the luminion(s) for their own purposes...

This is a "luminion variant" based on the original Luminion -- sourced from The Savage AfterWorld -- and further details can be found there.

They are also featured in One Year In The Savage AfterWorld by Tim Snider -- "short adventures through radioactive wastes designed to be run over the course of a few hours." Do check it out!