Here to get rich. There are six in total: Joker, Doc, Southpaw, Skippy, Jay Jay, and the leader Agatha who doesn't get a nickname because the others are fucking terrified of her. Sometimes backed up by Agatha's contracted demon Dikkadias. Previously had a seventh member (Bugout) but he died trying to chop down the Medicine Tree.
Wants | Plunder, booze. |
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Not Wants | To stick around any longer than necessary, to displease Agatha. |
Joker | |
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Shoots his gun almost as much as his mouth. | |
Level: 5 Size: 5 M/R/W: 2/2/1 P/S/M: 1/3/1 Gunslinger: Magazined / Scoundrel: Taunt / Lacerator |
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Active | OffenseSixgun. Remote attack, +2 damage, range 50, 10+ Bleeding/Cracked/Sore. Supplies on 1-3. Makes a loud noise. OffenseBowie Knife. Melee attack, range 1, 10+ Bleeding/Crippled/Vulnerable. UtilityTalk Shit. Range 10m. Target cannot attack anyone except you until next turn, special failure chance 3 on all attacks made vs you. |
Interactive | SocialJerk. Learn what any creature hates or fears simply by asking. |
Doc | |
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Often drunk. The only one that's kind of likeable. | |
Level: 5 Size: 5 M/R/W: 2/2/1 P/S/M: 5/0/0 Lacerator: Savage / Healer: First Aid / Poisoner |
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Active | OffenseRazor. Melee attack, range 1, 10+ Bleeding/Crippled/Vulnerable + Poisoned. After attack, single condition of your choice in place on target cannot be recovered from this round. OffensePoison Dart. Add Poisoned to target within 10m. Costs Provisions on 1-3. ProtectionPatch Up. Restore 5 Energy to adjacent target (costs Provisions on 1-6) or restore 1 Flesh AND 5 Energy (always costs 1 Provisions). |
Southpaw | |
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Hideously scarred and stone deaf. | |
Level: 5 Size: 5 M/R/W: 0/0/5 P/S/M: 0/5/0 Grenadier: Debris, Expansion / Adamant: Vigor |
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Active | OffenseDynamite. Whelm attack, +2 damage, range 0-10, 10+ Bleeding/Dizzy/Numb. Costs Supplies on 1-6. Variable AoE: 1-3 1+1, 4-6 1+2, 7-9 1+5, 10+ 1+10. Can pre-select AoE size before rolling, but always costs Supplies regardless of result when doing this. Destroys all wood material in area, turns AoE into difficult terrain. |
Passive | ProtectionScar Tissue. More likely not to die when hitting 0 Flesh (if this is important). Has 6 Flesh/Energy/Attention instead of 5. |
Skippy and Jay Jay | |
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Twin brothers, loyal to each other above all others. | |
Level: 5 Size: 5 M/R/W: 3/1/1 P/S/M: 3/1/1 Brawler: Flurry, Walter / Wrestler: Deathgrip |
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Active | OffenseBoxing Pummel. Melee attack, range 1, 10+ Choking/Deprived/Dizzy. +2 damage vs grabbed targets (grabber can be self or ally). Can attack once normally or twice as single action (failure chance 3, then 6 for 2x attacks). OffenseSkillful Grab. No check required to grab adjacent target, can only be recovered from on 11+. Persists after death. Can reposition a grabbed target by spending either an action or 1 Energy. |
Agatha | |
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She owes a debt to Hell. Holder of the 12th invitation from Rockefeller. | |
Level: 7 Size: 5 M/R/W: 2/2/3 P/S/M: 2/4/1 Spewer: Hose / Summoner / Ritualist: Leech Firebug: Hellfire |
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Active | OffenseHellfire Gout. Whelm attack, triangle area, max targets=trigger die number, 10+ Afraid/Bleary/Deprived + Burning. Failure 6 vs targets at 6-10m, cannot hit 11+m targets. Supplies on 1-3, then requires recuperation on 9+ rolled at beginning of turn (or can recuperate anyway for 1 Energy). Regenerate 1 Energy on 10+, regenerate 1 Flesh on kill. OffenseIgnition. Add Burning to target within 0-10m. Costs Supplies on 1-3. OffenseSummon Dikkadias. The demon Dikkadias appears in an adjacent space (see stats below). Costs 1 Supplies. |
Passive | UtilityBlood Magic. Can lose 1 Flesh in place of any other resource. OffenseHellfire. When inflicting the Burning condition, it is enhanced: Flesh is lost on 1-6 instead of 1-4, light extends to 5m (dim light to 10m), and water cannot quench it. |
Dikkadias | |
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Has a contract with Agatha. A shimmering, seven-legged crocodilian wearing a crown whose mouth hides a human face ringed with tentacles. | |
Level: 7 Size: 6 M/R/W: 2/4/1 P/S/M: 2/3/2 Visage: Lock Eyes, Splendor / Spirit: Accord, Beyonder / Sovereign |
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Active | OffenseLook of Terror. Remote attack, range 20m, 10+ Afraid/Numb/Vulnerable. Self and target must be able to see each other clearly. After attack, subject cannot look away for 1 round. If subject stops looking, can continue attacking on next turn with failure 6. Can choose to hit up to 3 targets (Supplies on 1-6) or 10 targets (always costs Supplies). MovementReturn. Goes back to home universe, removing self from the game until summoned again. |
Passive | UtilityEmotion-Fed. Becomes Bolstered when a mortal expresses strong emotions towards it, max 1/session/mortal. Can lose Bolstered in place of spending a resource. |
Human corpses reanimated by swarms of vicious tomb scarabs. On no one's side but their own, but neutral towards fellow undead such as Assholetep.
Wants | To make new corpses and infest them. |
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Not Wants | To defend their own existence. |
Swarmwalker | |
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Mostly intact human, meat full of buzzing scarabs. | |
Level: 3 Size: 5 M/R/W: 0/0/3 P/S/M: 0/3/0 Hivekeeper: Vampiric Swarm / Undead: Plaguebearer Weakness: Simple (+1 bonus ability) |
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Active | OffenseRelease Swarm. Whelm attack, hits all adjacent, 10+ Bleary/Nauseous/Vulnerable. On 7+ restore 1 Energy per struck target. Exposes struck target to disease (Wormspawn Rot, 7+ at end of turn to avoid infection). |
Passive | ProtectionUndeath. Always takes injuries instead of dying, but is a permanent enemy to all animate beings. Looks horrific. Other undead usually won't attack unless attacked first. |
Drawback | UtilityDumb as Hell. Operates on pure low-level instinct. |
Ancient spirit of the tree, has provided strict sanctuary to all for centuries. Dying from pollution runoff. Will not hesitate to kill anyone that attacks it or any other creature under its branches.
Wants | To survive, to destroy the drilling operation, to provide sanctuary to all. |
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Not Wants | To leave, to give up its accumulated treasure, to leave aggressors unpunished. |
Medicine Tree | |
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Spirit of the tree, ancient protector of these lands. Antlered mask, poncho hides another set of arms. | |
Level: 10 Size: 5 M/R/W: 3/5/2 P/S/M: 2/4/4 Archer: Nail Down / Tesla: Battery, Polarize / Verdant: Fundament / Spirit: Avatar, Pactmaker / Warded: Slipstream Weakness: Tethered (+2 bonus abilities) |
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Active | OffenseSpirit Arrow. Remote attack, range 20m, 10+ Bleeding/Crippled/Deprived + Charged/Other elemental currently have + immobilize target for 1 round. Can choose to immobilize on any hit, but costs 1 Supplies to do so. If target has Charged, ignore concealment and 6 of size difference, can move 2m closer on hit if desired. OffenseLightning Strike. Add Charged to target within 10m, costs Supplies on 1-3. If suffering from a different elemental condition, can inflict that instead. MovementLeaf Dance. Move up to 20 meters. Free action on turn. Increases Exposure by +1, must roll above current exposure to be used successfully. |
Passive | ProtectionLightning-Kissed. Immune to Charged, getting it restores 2 Energy to self instead. ProtectionPhotosynthesis. Does not need to eat or sleep. Removes 1 injury per day. |
Reactive | ProtectionGuardian Tree. Negate one incoming attack or effect. Increases Exposure by +1, must roll above current exposure to be used successfully. ProtectionRebirth. Can spend 10 Dosh to come back to life between sessions. |
Interactive | SocialSpirit. Not bound by human laws or social structures. UtilityPower Gifts. Can grant its own abilities to another directly. Will only do so under extraordinary circumstances, e.g. they promise to destroy the oil derrick. |
Drawback | UtilityLocus-Bound. Cannot leave location. |
Regular animals made into humanoid servitors by a mummy that has reclaimed their stomach from a canopic jar.
Wants | To obey the Master who uplifted them, to eat something good (vegetables for tortoise, meat for others). |
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Not Wants | To be spoken to by anyone but the Master- they understand speech (in ancient Egyptian only) but cannot produce it, which is frustrating. |
Tortoise Servitor | |
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Hulking, but slow humanoid wielding a sledgehammer. | |
Level: 5 Size: 6 M/R/W: 3/1/1 P/S/M: 2/2/1 Basher: Concuss, Pound / Tank: Bastion |
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Active | OffenseHeavy Maul. Melee attack, range 1-2, 10+ Cracked/Dazed/Numb. If target already has one of Cracked/Dazed/Numb, inflict another on 7+. If already has two, automatically inflict third with any successful attack. Second of double attack deals +2 damage and refunds Energy cost if second trigger die is 7+. |
Reactive | ProtectionHeavy Shell. Defense doubled, special failure 3 vs incoming attack. Roll: if 1-6, cannot use again until beginning of next turn. |
Drawback | MovementSlow. Impairment to all movement. |
Coyote Servitor | |
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Fast-moving and tricky mongrel-headed man. | |
Level: 5 Size: 5 M/R/W: 1/3/1 P/S/M: 1/3/1 Thrower: Sidewinder / Feinter: What's That / Sprinter |
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Active | OffenseThrowing Crescent. Remote attack, range 0-10, 10+ Bleeding/Numb/Sore. Treats cover as concealment if an alternate route is available, counts as backstab (+2 damage) on 10+. Costs Supplies on a 1. ProtectionFakeout. Confuse one target within 20m, imposes failure chance 12 on target's single next attack against self. Effect ends at beginning of next turn even if unused. Target must be able to see self clearly. UtilityMisdirection. Trick one target within 10 meters that's facing you into changing their facing to whatever you specify. Target can choose not to be affected, but if they do so then one ally of your choice outside of the target's field of view can take a free action. |
Passive | MovementMade to Run. Roll when sprinting: 7+ costs no Energy. If it happened in a straight line, never costs Energy at all. |
Hawk Servitor | |
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Focused and dispassionate, with unblinking eyes that judge all they see. | |
Level: 5 Size: 5 M/R/W: 0/5/0 P/S/M: 1/2/2 Raygunner: Recharger / Striker: Foebreaker / Firebug |
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Active | OffenseLaser Eyes. Remote attack, range 50, 10+ Bleary/Nauseous/Numb + Burning. Costs Supplies on 1-3, but only if last action taken was also firing. Blocked by smoke and particulates. Crits on 11+. OffenseFirestarter. Add Burning to one target within throwing range (0-10m). Costs Supplies on 1-3. |
Passive | OffensePrecision. If an attack fails, make it succeed instead by spending 1 Mojo. |
Animate stone statue carved with violet-glowing hieroglyphics. One front paw has long since been broken off, making it easier to outrun. Terrifyingly strong otherwise. Will ignore servitors, anybody that looks like the master, or anybody who is wearing the appropriate badge.
Wants | To repel all invaders approaching the Vault. |
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Not Wants | Bright light, to leave its chamber unless absolutely necessary. |
Chthonic Sphinx | |
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Created and bound here to serve as vault guardian. | |
Level: 12 Size: 7 M/R/W: 6/3/3 P/S/M: 3/6/3 Basher: Mighty Blow / Adamant: Inviolable, Mechanical / Tank: All-Points, Smug Safety / Kaiju: Bedrock, Collateral / Striker: Hunter / Steadfast: Focused / Gaian Weakness: Simple, Nightbound, Slowpoke (+4 bonus abilities) |
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Active | OffenseHammerpaw. Melee attack, range 2, hits target+all adjacent size 5 or less, 10+ Cracked/Dizzy/Numb + Petrifying. Can choose to treat Escalation as x2 at cost of failure chance 3. +2 damage vs targets size 5 or less. Misses can be turned into successes by spending 1 Mojo. Size-based failure reduced by 12. OffenseStone Breath. Add Petrifying to target within 0-10m, costs Supplies on 1-3. ProtectionFocus. Regain all lost Attention as an action. |
Passive | ProtectionStone Body. Less likely to die when hitting 0 Flesh (if this is important). Completely immune to Bleeding, Choking, Poisoned, Irradiated, and disease. ProtectionHuge. Minimum (nor stacking) failure chance 3 vs all attacks from size 5 foes or smaller. ProtectionSingle-Minded. Immune to Afraid, Confused and any ability that alters behavior/manipulates mental states. |
Reactive | ProtectionStone Skin. Defense doubled, regain 1 Energy/Attention when attacked, cannot be backstabbed, can spend 1 Supplies to negate critical hit. Roll when hit: if 1-6, cannot use any of these benefits again until beginning of next turn. |
Drawback | UtilityDumb as Hell. Operates on pure low-level instinct. MovementIncredibly Slow. Dense body and a missing front paw grant two impairments on movement (1 action+1 space moved, 2 on sprint). ProtectionUnderworld Sorcery. When exposed to sunlight (or a reasonable facsimile) gains Burning in the form of thin violet flames, cannot be put out until hiding in darkness again. |
Assholetep.
Wants | To get revenge, to collect its canopic jars. |
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Not Wants | To be taken captive or be enthralled by anyone. |
The Mummy | |
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Emaciated walking corpse wielding ancient staff. | |
Level: 8 Size: 5 M/R/W: 2/4/2 P/S/M: 1/5/2 Lancer: Intercept, Withdraw / Adamant: Inviolable, Mechanical / Undead: Plaguebearer |
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Active | OffenseSixguns. Remote attack, +2 damage, range 50, 10+ Bleeding/Cracked/Sore. Critical hits deal triple damage. Expose targets to Wormspawn Rot disease. |
Passive | ProtectionEx-Biological. Less likely to die when hitting 0 Flesh (if this is important). Completely immune to Bleeding, Choking, Poisoned, Irradiated, and disease. ProtectionUndeath. Always takes injuries instead of dying, but will become a permanent enemy to all animate beings on 1-3 afterward. Looks horrific. Other undead usually won't attack unless attacked first. |
With the return of each canopic jar, +1 to all combat and resource ratings plus new abilities as follows:
Lungs | |
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Sovereign: Unassailable, Negotiator | |
Passive | ProtectionUnshakeable. All attacks have failure 6 vs mummy until it loses 1 Energy/Flesh, resets each exploration turn. |
Interactive | SocialHeart-Reading. Know what others want. SocialGlorious. Can capture attention of all in area for a moment, unspokenly assumed to be the one in charge. |
Other: Can speak again (does not know any English). |
Stomach | |
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Beastmaster: Caller, Whisperer | |
Interactive | SocialDominion. Can communicate with animals, +2 attitude adjustment to encountered animals. SocialCall to the Wild. Can request wild animals of a specific local type to show up, and they do after 1 procedure. |
Other: Allies or self can hire servitors as followers for the remainder of session by spending 5 Dosh each. |
Intestines | |
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Regenerator: Resurgence, Soothing | |
Active | ProtectionStart Regenerating. Costs 1 Provisions. For remainder of current exploration turn, regain 1 lost Energy and Attention at the beginning of each turn. |
Passive | ProtectionEmpowered Recovery. Always regain 2 Energy when taking a recovery action instead of 1. |
Other: Cleanses the area of the Wormspawn Rot, cures it in all infected characters and preventing further infection. |
????
Wants | To clean this fucking mess up, to hoarde wealth, to wield power. |
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Not Wants | To pay more than the bare minimum in either cash or effort. |
The Master | |
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???? | |
Level: 20 Size: 5 M/R/W: 10/5/5 P/S/M: 8/6/6 Deathtouch: Doom, Drain Touch / Adamant: Inviolable, Mechanical, Vigor / Undead: Ability Drain, Lifesight, Masquerade, Paling / Regenerator: Fleshknit, Soothing / Ritualist: Leech / Chronomancer / Beastmaster: Calling |
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Active | OffenseGravebringer Touch. Melee attack, range 1, 10+ Afraid/Dizzy/Nauseous + instantly kills all level 10 or below + restores 6 Energy to self. Kills restore 1 Flesh. Can remove one archetype/ability from struck target by spending 1 Mojo. UtilitySense Heartbeats. Extend Lifesight range to 50m for one round. ProtectionStart Regenerating. Costs 1 Provisions. For remainder of current exploration turn, regain 1 lost Energy and Attention at the beginning of each turn. Can also regain 1 Flesh by spending Provisions. UtilityHaste. Take three actions in a round. Costs 1 Supplies on 1-6. |
Passive | ProtectionSuper Hearty. 6 Flesh/Energy/Attention. ProtectionEx-Biological. Less likely to die when hitting 0 Flesh (if this is important). Completely immune to Bleeding, Choking, Poisoned, Irradiated, and disease. ProtectionUndeath. Always takes injuries instead of dying, but will become a permanent enemy to all animate beings on 1-3 afterward. Looks horrific. Other undead usually won't attack unless attacked first. UtilityLifesight. Know location/presence of all living targets within 10m. ProtectionLichdom. Can only be permanently killed by an exorcist. Immune to Ability Drain and possession, effective level 40 for resisting assassination. UtilityBlood Magic. Can lose 1 Flesh in place of any other resource. |
Interactive | SocialMeaty. No longer appear to be undead. SocialDominion. Can communicate with animals, +2 attitude adjustment to encountered animals. SocialCall to the Wild. Can request wild animals of a specific local type to show up, and they do after 1 procedure. |