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assholetep_bestiary

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Bandits

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.
Not Wants To stick around any longer than necessary, to displease Agatha.
Joker
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
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
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
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
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
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
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
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
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
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
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
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.

Infested

Human corpses reanimated by swarms of vicious tomb scarabs. On no one's side but their own.

Wants To make new corpses and infest them.
Not Wants To defend their own existence.
Swarmwalker
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)
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 living things. Looks horrific. Other undead usually won't attack unless attacked first.
Drawback UtilityDumb as Hell. Operates on pure low-level instinct.

Medicine Tree

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.
Not Wants To leave, to give up its accumulated treasure.
Medicine Tree
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)
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.

Servitors

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).
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 Guardian
Hulking, but slow humanoid wielding a heavy maul.
Level: 5 Size: 6 M/R/W: 3/1/1 P/S/M: 2/2/1
Basher: Concuss, Pound / Tank: Bastion
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 +5 damage.
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 Guardian
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
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 Guardian
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
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.
assholetep_bestiary.1603136061.txt.gz · Last modified: 2020/10/19 13:34 by kyle