sickle foot creatures of the apocalypse 1

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Page 1: Sickle Foot Creatures of the Apocalypse 1

8/13/2019 Sickle Foot Creatures of the Apocalypse 1

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Version 1.0

Sickle FootDefense Value: -17

Endurance: 60+3d20

Movement: 9m Initiative: +2

Attacks: 3: Bite and 2 sickle claws

Strike Value: 01-70 Damage: d12+6 eachStrength: 64Agility: 82Accuracy: 71Intelligence: 12Willpower: 43Perception: 69Valuables: nilExperience Factors: 84Morale: ExcellentSize: 2.1m long Weight: 40+1kg per point of enduranceMutations: 23% chance of 1 (See description)Relics: nilImplants: nil

A Sickle Foot is a nasty,nightmarish pack hunterof about the size of ablack bear. Territorial,cunning, and need-lessly cruel, thismutant predatorcan be foundin both remoteruin areas as wellas along well traveledtrade roads andwoodland paths.In an attack, Sick-le Feet charge outfrom cover, often frommultiple directions,

and go directlyfor the nearest

prey animal or person, leaping up at the last second and ex-

tending their rear, yellow clawed feet to rend the target open,often eviscerating the hapless victim in the process. Besidesattacking with their terrible sickle clawed rear feet, they candeliver a horrendous bite in conjunction with their claws, goingfor the throat of their intended victim.

Although considered an animal by those forced tolive near Sickle Foot territory, new era scholars and bioengi-neers adamantly insist that these new mutant beasts are atleast a quarter human. Besides DNA testing, which provessome human lineage, experts also point out that Sickle Feetcan speak to each other in the area’s old world language,although what they say sounds more like grunts and growls.Witnesses say they have overheard these things discussing

an attack on an approaching refugee caravan, and duringthe attack, swore at defending humans who were putting upa good ght.

Those sent tostudy the Sickle Footalso discovered that

some individualsexhibited muta-

tions. In onecase, a

specimenwas met

that had

a pair ofhumana r m s

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as well as its regular forearms and rear clawed append-ages; the beast using its human arms to re a bow froma distance and kill the research expedition’s guide. Othermutations have also been documented, ranging fromextra sickle limbs, throwing spines, plated bodies, mul-tiple heads, enlargement, and even a bat winged variant.

A rumor also persists of several humanoid speciesusing Sickle Feet as guards or tracking animals, and inone instance, of skullocks riding these beasts into battle.

While speculation, rumor and second hand accountsare often dismissed by those who haven’t encounteredSickle Feet, what is known is that they are entirely carniv-orous, quick, observant, hard to approach unawares, andmerciless. Accounts of their attacks on travelers, villagesand looting expeditions repeatedly state that Sickle Feetdo not differentiate between ripping apart men, womenor children, regardless of their pleas for mercy. Worse,whatever humanity exists inside these beasts, they seemto have utterly no awareness that the humans they preyupon are related to themselves. The notion that Sickle

Feet could crossbreed with regular humans has only beenreluctantly guessed at, likewise, speculation on wherethese beasts came from is also discussed cautiously.

Without a doubt, Sickle Feet are genetically engi-neered, as opposed to a purely randomly evolved mutantspecies. The reason for this claim is that several excava-tion teams reported that they encountered these mon-sters, in concentration, near ancient bio-industry facili-ties, both above and below ground. The fact that theseancient sites often had robotic and xed relic defensivemeasures in operation, along with electric power, pointsto some intelligence behind the occurrence of thesebeasts. Sickle Feet, in conclusion, seem to have their

dens near these high tech ruin sites, and whether operat-ing under their own volition or not, are highly territorialand attack with extraordinary zeal and ght to the deathon home ground.

Who or what their creators are, is still a mystery,as thus far, no dig team has been able to defeat the Sick-le Feet and the automated and robotic defenses of theirlair. New era communities sitting near these high tech,beast infested sites, are hesitant to delve too deeply intowho created the Sickle Feet, nor move against the sitesin force. Clearly, since the mysterious bioengineers havethe ability and technology to create such hellish beasts,what else could they bring to bear if provoked?

A Sickle Foot has excellent morale and will stay ina ght at least until half their own number are defeatedwithout in icting equal casualty numbers among theirtargets. They seems to favor the esh of humanoids overhorses or oxen, as when attacking travelers, ignore theseherbivores in favor of men and women. Riding dogs, on theother hand, are attacked equally as often as humanoids,but left uneaten on the eld of battle. For their own part,riding dogs and all other carnivorous mounts, pets andguard beasts seem to have a special hatred of Sickle Feet,and go beyond their normal aggressive tendencies to tryand go after these strange, leaping, swearing mutants.

Beastial humans can smell the distinct, putridodor of a Sickle Foot from hundreds of meters away, ifthe wind is favorable, and can alert human comrades tothe presence of the threat, negating the normal initiativebonus of the predators.

Sickle Foot Mutation ListRoll d2023% of all Sickle Feet exhibit a mutation, determined fromthe following list: 1. Humanoid: This specimen is the product of a Sickle Footand human crossbreeding experiment. The subject’s face,while still hideous and toothy, protrudes less and has a morerecognizable man or woman’s face (Appearance score 3d6).The beast-man also has a pair of rather regular looking hu-man arms growing from its shoulders, and in battle, hangsback and res a missile weapon ( roll d6: 1-3. bow/ 4,5. long-bow/ 6. a pump shotgun with d8 shells loaded. This creaturehas an intelligence of 20+d20, can speak the local languagewell. Although a man eater, this freak will try to negotiate thesurrender of the most tender travelers (women and children)and let the less appetizing (mutants, cyborgs, androids, beas-tial humans, etc.) go free, or it will speak to warn strong unitsof humanoids away from the Sickle Foot lair.2. Screamer: This Sickle foot shouts when within ten me-ters of prey, screaming so loud that those not wearing earprotection or a combat or better relic helmet, must makean agility based type A hazard check to cover their ears intime or be deafened for d20+20 minutes,3. Extra sickle foot , growing between regular pair, add-ing one extra attack.4. Two extra sickle appendages , growing from back,

adding two more sickle attacks per round.5. Bone knobs cover this specimen, increasing its de-fense value by -10 (now DV -27).6,7. Gland sacks grow along the Sickle Foot’s back andrump. If the creature is struck, there is a 50% chance theimpact ruptures one or more of these defense glands, whichpop, and ejaculate mist-like spore. Other Sickle Feet are im-mune to this ne spray, but other creatures caught withinthe 6 meter radius of the ne mist must make a type Dperception based hazard check to spot the cloud and covertheir mouth and nose with a sleeve or some other breathingprotection. Those who inhale the spore suffer a dramaticsymptom, known only after inhaling. Each person can ex-

perience a different symptom: roll d6; 1. Victim becomesnauseated and begins to vomit and heave uncontrollablyfor d10+10 minutes. In that time, he or she is -1 movement,-10 Strike Value and +20 Defense Value easier to be hit. Theretching causes 2d6 stun damage to the victim, as well./ 2. The spore has a narcotic effect, making the subject intoxi-cated and unmotivated. He or she must make a type E will-power based hazard check or stagger drunkenly away fromthe battle and seek a peaceful place to contemplate in nity.Duration 2d6 +20 minutes./ 3. The spore causes hallucina-tions. The character happens to see the skin dripping off hisor her comrades and self, like wax, exposing living muscles,organs and the skeletons beneath. The victim is allowed a

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