So, I've made it clear in my earlier posts that being in
Noir Weights after dark is very dangerous, but I have given no reason
for the reader/players to believe me. Here a six reason why Noir
Weights is dangerous place to be in. These dangers will presented in
3 formats: OSR, Crimson Dragon Slayer, and Dungeon World. During the
daytime the characters have a 1 in 6 chance of an encounter. At night
the encounter rate goes up to 4 in 6.
Don't eat things out of the river. |
Crusty / Crust-Punk
Red and brown carapace can be seen bursting through
torn skin beneath dirty clothing. Their left arm is a twisted pincer,
the appendage is a unsettling combination of chitin and infected
skin. Blank, black doll's eyes stare out at the world with the
vacancy of a true predator.
There are reasons why there are posters around Downtown
that warn folks not to eat things that were taken from the river.
Unfortunately, when you're hungry enough, warnings won't fill your
belly. Most of the fish are edible, though they tend to slowly push
people towards insanity due to their high levels of mercury and other
chemicals. However, sometimes a body is so hungry, they can't
bring themselves to throw away a river lobster. The sweet meat
changes folks. First a person might only get a few hard, red nodules
on the skin, but the changes get worse the more you eat the river
bugs. It's not long before the mind gets scrambled, a left arm turns
into a pincer, and the eyes start seeing colors humans aren't
fortunate enough to be able to notice. The Crust-Punks, or Crusties,
like eating folks. They say humans taste sweet, if one can understand
their clicking language. Supposedly, they have a king and queen
somewhere in the slums, God help the poor fool that encounters them.
OSR
Activity Cycle: Primarily Night
Diet: You
Intelligence: A little dim by human standards.
Treasure: Not much, a few coins, rags, maybe an
old keepsake.
Alignment: Neutral (They really aren't all that
concerned about anything but food and the lobster royalty)
No. Appearing: 1D6
Armor Class: 15
Movement: 30 ft.
Hit Dice: 2 HD (9 HP)
To-Hit: +3
No. of Attacks: 1 - Claw or Improvised Weapon
Damage: 1D8+1(Claw) OR 1D4+1 (Improvised Weapon:
Board with Nail, Tire Iron, Brick, etc...)
Special Attacks: None
Special Defenses: None
Magic Resistance: Nil
Size: Medium (5' to 6' tall)
All Saves: 15
Crimson
Dragon Slayer
Activity Cycle: Primarily Night
Diet: You
Intelligence: A little dim by human standards.
Treasure: Not much, a few coins, rags, maybe an
old keepsake.
Alignment: Neutral (They really aren't all that
concerned about anything but food and the lobster royalty)
No. Appearing: 1D6
Armor Class: 5
Movement: 40 ft.
Hit Dice: 2 HD (12 HP)
Action Dice: 1D6
No. of Attacks: 1 - Claw or Improvised Weapon
Damage: 1D8+1(Claw) OR 1D4+1 (Improvised Weapon:
Board with Nail, Tire Iron, Brick, etc...)
Special Attacks: None
Special Defenses: None
Magic Resistance: Nil
Size: Medium (5' to 6' tall)
Dungeon
World
No. Appearing: 1D6
Armor: 2
Hit-Points: 6
Damage: 1D6+1
(Claw: 1 Piercing, Close) OR 1D3+1 (Improvised Weapon: Close)
Motivations / Tactics: Attack
a single target as a group. Grab with pincers. Return meat and
valuable items to the king and queen.
Disty / Fume-Head
Normal men and women at first glance, their clothes
an indication of life on the streets. Soon, their forms lose focus,
looking like blurred humanoid smudges. Then their forms are too
focused, every pore visible, despite the distance. They move like
missing frames from a film reel, stuttering closer with every second.
Within the ruins of the Old Gug Dreamland Bourbon
distillery is cult run by a fez wearing wizard/priest. The Cult of
the Isolated Enlightenment believes that through extended periods of
sensory deprivation in the distillery's old stills inhaling alcohol
fumes gone strange with age, one can convince themselves that reality
isn't real. The cult's leader, Sir Uriragu Stroref the Rafter Rogue,
usually is good about remembering to let people out of the stills
after the proscribed time. Occasionally, he gets distracted with his
city wanderings and forgets to let the poor souls out, resulting in a
state of over-enlightenment. These folks end up becoming
ultra-nihilists, not only seeing the un-reality in reality, but also
believing that there is no point to anything. Thus, they cast off the
teachings of Sir Rafter Rogue (no one knows why he calls himself
this), and wander in large real-gangs in an unreal world outside the
monastery distiller. The only thing they retain from Uriragu is the
fez, a mark of empowered-enlightenment amongst the cult. Some say
that Uriragu Stroref is actually the fez, not the man, and his
teachings are from another dimension entirely.
OSR
Activity Cycle: Primarily Night, reality is less
real at night.
Diet: Nothing. If food isn't real, why eat it?
Intelligence: Very intelligent, one might think
inhaling ancient alcohol fumes for days on end might kill
brain-cells, which is does. But they stay in the stills for so long
that their near brain-dead minds cycle back to intelligence, it's all
a big repeating cycle, you see.
Treasure: Not much, just cloths and a fez.
What point do things have if they aren't real?
Alignment: Chaotic (No point in rules, when you
can just make them up as you go along.)
No. Appearing: 1D10
Armor Class: 13
Movement: 30 ft.
Hit Dice: 1 HD (5 HP)
To-Hit: +2
No. of Attacks: 1 - Improvised Weapon or Unarmed
Damage: 1D4+1 (Improvised Weapon: Board with
Nail, Tire Iron, Brick, etc...) OR 1D3+1 (Unarmed: Punches, Kicks,
Slaps, etc...)
Special Attacks: Reality Glitch: With the
realization that reality is unreal, one may learn to manipulate it
based on their desires. Instead of attacking the Disty can manipulate
reality so that a strange something strange happens: Opponent steps
on a rusty nail (1D2 damage, save VS disease or contract Tetanus),
Opponent slips (Reduce their attack or AC by -1 for the next round),
A piece of a building falls off and hits the opponent (1D4 damage).
They can change reality in any minor way they choose, allowing the GM
to impose any minor form of damage or penalty. This ability does not
allow a save, because reality bites. All effects stack, these folks
are really dangerous in big groups.
Special Defenses: Reality Death Insurance: Their
ability to control reality also protects the Fume-Heads. Whenever
rolling damage against them, it must be rolled twice and the lower
result must be taken.
Magic Resistance: 15% Even reality breaking magic
sometimes listens to them.
Size: Medium (5' to 6' tall)
All Saves but Magic: 16
Save vs. Magic: 12
Crimson
Dragon Slayer
Activity Cycle: Primarily Night, reality is less
real at night.
Diet: Nothing. If food isn't real, why eat it?
Intelligence: Very intelligent, one might think
inhaling ancient alcohol fumes for days on end might kill
brain-cells, which is does. But they stay in the stills for so long
that their near brain-dead minds cycle back to intelligence, it's all
a big repeating cycle, you see.
Treasure: Not much, just rags and a fez.
What point do things have if they aren't real?
Alignment: Chaotic (No point in rules, when you
can just make them up as you go along.)
No. Appearing: 1D10
Armor Class: 1
Movement: 50 ft.
Hit Dice: 1 HD (6 HP)
Action Dice: 1D6
No. of Attacks: 1 - Improvised Weapon or Unarmed
Damage: 1D4+1 (Improvised Weapon: Board with
Nail, Tire Iron, Brick, etc...) OR 1D3+1 (Unarmed: Punches, Kicks,
Slaps, etc...)
Special Attacks: Reality Glitch: With the
realization that reality is unreal, one may learn to manipulate it
based on their desires. Instead of attacking the Disty can manipulate
reality so that a strange something strange happens: Opponent steps
on a rusty nail (1D2 damage, save VS disease or contract Tetanus),
Opponent slips (Reduce their attack or AC by -1 for the next round),
A piece of a building falls off and hits the opponent (1D4 damage).
They can change reality in any minor way they choose, allowing the GM
to impose any minor form of damage or penalty. This ability does not
allow a save, because reality bites. All effects stack, these folks
are really dangerous in big groups.
Special Defenses: Reality Death Insurance: Their
ability to control reality also protects the Fume-Heads. Whenever
rolling damage against them, it must be rolled twice and the lower
result must be taken.
Magic Resistance: 15% Even reality breaking magic
sometimes listens to them.
Size: Medium (5' to 6' tall)
Dungeon
World
No. Appearing: 1D10
Armor: 1
Hit-Points: 4
Damage: 1D3+1
(Improvised Weapon: Close) or 1D2+1 (Unarmed: Close)
Motivations / Tactics:
Sow chaos and have fun doing. Break reality to hurt or destroy unreal
people (everyone but them). Impede the work of others through minor
reality glitches.
Just a few more cycles of their urban legend, and their wings will be this big. |
Sewer Dragon / Super Croc
It crawls from a storm-drain or open manhole, its
movements slow and graceful. It looks like a crocodile with elongated
legs, a much more supple tail than normal, and a folded set of wings.
The crocodile's body is covered in slime and excrement with trash
sticking to its hide in places. Given the open space, it stretches
out its vestigial wings to their full four foot wing-span. It opens
its maw and lets out a sound between a growl and a hiss, its eyes
shifting about to lock onto the croc's next meal.
This is what happens when someone makes up an urban
legend about crocodiles living in the sewers. When reality comes down
with a case of Alzheimer's dementia, it gets confused about what was
real and what wasn't. Now, they're wandering the sewers, eating the
unwary or unlucky. Problem is, the urban legend has begun to change.
People catch brief glimpses of them in the dark, and claim there are
dragons living in the sewers. Now, they've begun to grow wings, and
have developed a level of cunning they lacked before. Today, they're
eating those unlucky enough to get too close to storm-drains and
manholes. Tomorrow, if the legend keeps changing, they could be
cruising the skies hunting for lounge-singers and gold Rolex watches.
OSR
Activity Cycle: Primarily Night, the creepy
lizards see better in the dark.
Diet: People wandering by manholes. Street-folk
sleeping in the wrong place at the wrong time. Beloved pets left
outside for too long.
Intelligence: Equivalent to a particularly
intelligent dog. The problem is, they get smarter with each new
iteration of the legend.
Treasure: Not much. They haven't gotten into the
habit of collecting shiny things, yet.
Alignment: Neutral (They aren't capable of cogent
thought, for now.)
No. Appearing: 1 (Luckily, they are very
territorial when it comes to their own kind)
Armor Class: 19
Movement: 40 ft.
Hit Dice: 6 HD (30 HP)
To-Hit: +6
No. of Attacks: 3 – One Bite and Two Claws
Damage: Bite – 1D10+3 / Claw – 1D6+1
Special Attacks: Sewer Spew 3/Day – The
sewer-thing can vomit a 40-foot line of sewage and stomach acid at
targets. Those that are attacked with the spew must save versus
breath for half-damage from the vomit, then they must save versus
poison against the disease within the spew. Each time a creature is
hit by the spew, they must save versus poison again to avoid the
disease. The spew does 4D6 acid damage, and another 1D6 continuous
damage for another 3 rounds. The vomit infects targets with Sewer
Shakes: Onset – 1D3 Days. Symptoms – Severe fever
and shaking. Game-Effects – 1D3 Constitution Damage. Cure
Requirements – 2 Consecutive Saves, 1/Day if active 2/Day if
resting.
Special Defenses: Immunity – They are
immune to all poisons and diseases. These things live in the most
toxic sewers in all of reality without any detrimental effects.
Magic Resistance: Nil
Size: Large (10' Long)
All Saves: 13
Crimson
Dragon Slayer
Activity Cycle: Primarily Night, the creepy
lizards see better in the dark.
Diet: People wandering by manholes. Street-folk
sleeping in the wrong place at the wrong time. Beloved pets left
outside for too long.
Intelligence: Equivalent to a particularly
intelligent dog. The problem is, they get smarter with each new
iteration of the legend.
Treasure: Not much. They haven't gotten into the
habit of collecting shiny things, yet.
Alignment: Neutral (They aren't capable of cogent
thought, for now.)
No. Appearing: 1 (Luckily, they are very
territorial when it comes to their own kind)
Armor Class: 9
Movement: 40 ft.
Hit Dice: 6 HD (36 HP)
Action-Dice: 3D6
No. of Attacks: 3 – One Bite and Two Claws
Damage: Bite – 1D10+3 / Claw – 1D6+1
Special Attacks: Sewer Spew 3/Day – The
sewer-thing can vomit a 40-foot line of sewage and stomach acid at
targets. Those that are attacked with the spew must make a dexterity
based save for half-damage from the vomit, then they must make a
constitution based save against the disease within the spew. Each
time a creature is hit by the spew, they must save versus poison
again to avoid the disease. The spew does 4D6 acid damage, and
another 1D6 continuous damage for another 3 rounds. The vomit infects
targets with Sewer Shakes: Onset – 1D3 Days. Symptoms –
Severe fever and shaking. Game-Effects – 1D3
Constitution Damage. Cure Requirements – 2 Consecutive
Saves, 1/Day if active 2/Day if resting.
Special Defenses: Immunity – They are
immune to all poisons and diseases. These things live in the most
toxic sewers in all of reality without any detrimental effects.
Magic Resistance: Nil
Size: Large (10' Long)
Dungeon
World
No. Appearing: 1
Armor: 4
Hit-Points: 10
Damage: [B
(1D10) +2 Reach, Messy,
Forceful, Piercing 4]
Motivations / Tactics:
Breathe forth acid and disease. Eat someone alive. Drag carcass back
to lair.
Happy, now that he can quench his thirst... |
Hooch-Head / Boozer
Staggering about the street, these poor folks are
dressed in rags and suffer from poor hygiene. They can be seen
standing around mumbling to themselves, or scrounging for spare
change. However, when they get desperate for drink, they can become
very mean indeed. Don't let them breathe on you, their breath can
strip paint off walls. Really, it can.
Sometimes life is
rough, and the only way to cope with it is to let the booze numb all
the pain. As money runs low, people become less choosey about the
rot-gut they drink. Eventually, they start drinking the stuff made in
back alleys and abandoned warehouses, the kind of hooch that's been
ran through a car-radiator a few times. Now, all that's left to these
tragic folk is the hunger for booze and the inclination to do
whatever it takes to get it.
OSR
Activity Cycle: Primarily Night, the thirst is
less during the day.
Diet: Booze, they live on the stuff now.
Intelligence: Low intelligence by human
standards. Most of them were normal at one time, before booze pickled
their brain.
Treasure: Not much, just soiled clothing and a
bit of money to buy that day's fix.
Alignment: Chaotic (No rules but the thirst.)
No. Appearing: 1D10
Armor Class: 12
Movement: 30 ft.
Hit Dice: 1 HD (5 HP)
To-Hit: +2
No. of Attacks: 1 - Improvised Weapon or Unarmed
Damage: 1D4+1 (Improvised Weapon: Board with
Nail, Tire Iron, Brick, etc...) OR 1D3+1 (Unarmed: Punches, Kicks,
Slaps, etc...)
Special Attacks: Booze Breath 1/Day –
The boozer belches out a burning cloud of poison and alcohol fumes.
The target must be within melee range of the hooch-head, and may make
a save versus breath for half-damage. The breath does 2D4 damage, and
another 1D4 continuing damage for another round.
Special Defenses: Immunity – They are
immune to all forms of poison from the years of drinking back-alley
hooch.
Magic Resistance: Nil
Size: Medium (5' to 6' tall)
All Saves: 16
Crimson
Dragon Slayer
Activity Cycle: Primarily Night, the thirst is
less during the day.
Diet: Booze, they live on the stuff now.
Intelligence: Low intelligence by human
standards. Most of them were normal at one time, before booze pickled
their brain.
Treasure: Not much, just soiled clothing and a
bit of money to buy that day's fix.
Alignment: Chaotic (No rules but the thirst.)
No. Appearing: 1D10
Armor Class: 2
Movement: 50 ft.
Hit Dice: 1 HD (6 HP)
Action-Dice: 1D6
No. of Attacks: 1 - Improvised Weapon or Unarmed
Damage: 1D4+1 (Improvised Weapon: Board with
Nail, Tire Iron, Brick, etc...) OR 1D3+1 (Unarmed: Punches, Kicks,
Slaps, etc...)
Special Attacks: Booze Breath 1/Day –
The boozer belches out a burning cloud of poison and alcohol fumes.
The target must be within melee range of the hooch-head, and may make
a dexterity based save for half-damage. The breath does 2D4 damage,
and another 1D4 continuing damage for another round.
Special Defenses: Immunity – They are
immune to all forms of poison from the years of drinking back-alley
hooch.
Magic Resistance: Nil
Size: Medium (5' to 6' tall)
Dungeon
World
No. Appearing: 1D10
Armor: 1
Hit-Points: 4
Damage: 1D3+1
(Improvised Weapon: Close) or 1D2+1 (Unarmed: Close)
Motivations / Tactics:
Belch forth a small cloud of caustic chemicals. Beg, barter, and
steal to get their next drink. Search dead or sleeping bodies for
money and other valuables.
Poor junky is having a melt-down. |
Sugar-Junky / Candied-Killer
Twitching and overly energetic, they rush about the
street overturning everything in sight, searching for something.
Their faces and clothes are smeared with chocolate, their fingers
sticky with sugar residue. All of them are dressed in rags, their
bodies emaciated from near ceaseless activity. They smile when they
see a source of money and things to pawn, their mouths full of rotten
teeth and empty holes. The air around them is filled with the
sickeningly sweet scent of rotten candy.
The source of their addiction is the sweet confections
found at the Temple Candy Store. The store, while dilapidated on the
outside, is expensively decorated in dark woods, marble, and brass on
the inside. The store is filled with candy versions of every god,
goddess, or old-one imaginable, even a few no one has heard of. On
sale are candied divinities, sugar soaked bits of divine power to be
had for a price. Those that eat the stuff are filled with a sense of
divine purpose, as well as granted a number of minor miracles.
Repeated consumption leads to addiction as well as metabolic changes.
The sugar-junkies are able to move with incredible speeds as well as
cast a number of divine spells, however, their lives are consumed
with the need for more divine sweetness. Mister Fogler runs the
store, a tall and handsome man. His skin in tinged blue, and sticking
out from his immaculate three-piece suit is a pair of silver metal
wings. The junkies mind their manners while in Fogler's store, the
last person to anger him was crucified above the entrance for a week,
it took him that long to die. As to how he injects the divinity of
various deities into his candy, he refuses to say.
OSR
Activity Cycle: Whenever the sugar rush wears
off.
Diet: Divine sweets.
Intelligence: They can be very intelligent, but
they only think of the candy they crave and what they have to do to
get it.
Treasure: Not much, just soiled clothing and a
bit of money to buy that day's fix.
Alignment: Chaotic (There is only the need for
candy, and the will to get it.)
No. Appearing: 1D4
Armor Class: 18 (They are incredibly fast.)
Movement: 60 ft.
Hit Dice: 4 HD (20 HP)
To-Hit: +4
No. of Attacks: 2 - Improvised Weapon or Unarmed
Damage: 1D4+1 (Improvised Weapon: Board with
Nail, Tire Iron, Brick, etc...) OR 1D3+1 (Unarmed: Punches, Kicks,
Slaps, etc...)
Special Attacks: Divine Spells 2/Day each
- Bless, Command, and Cure Light Wounds. 1/Day each - Enthrall and
Heroism. Due to their incredible speed they may either attack twice,
cast a spell and attack, or cast twice in a single round. They are
considered 4th level casters.
Special Defenses: Nil
Magic Resistance: 25% versus divine magic only.
Size: Medium (5' to 6' tall)
All Saves but Magic and Breath: 13
Magic vs. Arcane: 13
Magic vs. Divine: 10
Breath: 10
Crimson
Dragon Slayer
Activity Cycle: Whenever the sugar rush wears
off.
Diet: Divine sweets.
Intelligence: They can be very intelligent, but
they only think of the candy they crave and what they have to do to
get it.
Treasure: Not much, just soiled clothing and a
bit of money to buy that day's fix.
Alignment: Chaotic (There is only the need for
candy, and the will to get it.)
No. Appearing: 1D4
Armor Class: 2
Movement: 100 ft.
Hit Dice: 4 HD (24 HP)
Action-Dice: 3D6 (+1D6 higher than normal due to
their incredible speed)
No. of Attacks: 2 - Improvised Weapon or Unarmed
Damage: 1D4+1 (Improvised Weapon: Board with
Nail, Tire Iron, Brick, etc...) OR 1D3+1 (Unarmed: Punches, Kicks,
Slaps, etc...)
Special Attacks: Spells 2/Day each –
Missile Command and Falstaff's Field of Force . 1/Day each - Glowing
Magenta Mist and Ball of Death. Due to their incredible speed they
may either attack twice, cast a spell and attack, or cast twice in a
single round.
Special Defenses: Nil
Magic Resistance: 10%
Size: Medium (5' to 6' tall)
Dungeon
World
No. Appearing: 1D4
Armor: 1
Hit-Points: 8
Damage: 1D3+1
(Improvised Weapon: Close) or 1D2+1 (Unarmed: Close)
Motivations / Tactics:
Cast a divine spell of level 3 or lower. Attack twice, cast a spell
twice, or attack and cast a spell in a single act. Move with
incredible speed.
The face of law in Downtown. |
Snake-Boy or Snake-Girl / Scaly
These folks are dressed to the nines in the latest
suits and dresses. Their clothes are made of the finest shark-skin
and polyester money can buy. Their features are reptilian, lips
largely absent and noses that just consist of nostril slits. Their
skin is smooth with a slight tinge of green, when the light is right
they appear to be covered in fine scales. Eyes the color of gold, the
irises vertical slits. The only way to tell the males and females
apart is by the clothes they are wearing. They're carrying intricate
pistols of neon and chrome, and they are staring hard in your
direction.
They are the servants of the neon-snake god that prowls
the skies over Downtown, though no one has ever seen them speak with
the titanic thing in the sky. The snake-boys and snake-girls keep the
peace of Downtown, and make sure that those who don't belong stay
out. Snake-boys and girls possess a potent weapon, they are able to
immobilize a target with just their stare, while their eyes flash and
shift colors hypnotically. Their way of keeping the peace involves
intimidation, violence, and death and few are dumb enough to question
their authority. All of them carry pistols they use to subdue victims
with poison or kill people with neon lasers. They rarely leave
Downtown unless they are looking for something or for some 'fun'.
These cruel creatures speak with breathy voices, their words always
ending with a lisp.
OSR
Activity Cycle: Whenever there is a disturbance
Downtown.
Diet: Meat, animal or human, it doesn't matter.
Intelligence: Genius, they are well known for
being able to outsmart just about any human they meet.
Treasure: Fine clothes, their service pistol, and
a mysterious gold key.
Alignment: Lawful (They uphold the law of
Downtown, they also happen to be the law as well.)
No. Appearing: 1D2
Armor Class: 17 (Their hides are remarkably
resilient.)
Movement: 30 ft.
Hit Dice: 6 HD (30 HP)
To-Hit: +6
No. of Attacks: 2 – Service Pistol or Claws
Damage: Service Pistol has two settings, dart and
laser. The dart delivers a poison while the laser damages. The laser
reduces a targets AC by -4. The pistol may only be fired once per
round. 3D4 (Laser) OR 1D6+2 (Claws)
Special Attacks: Poison Dart – A person
struck by a dart must make a save versus poison or fall to the ground
shaking and foaming at the mouth for 6 rounds. Hypnotic Gaze –
Using their color shifting, lighted gaze, they may immobilize a
target. The target must make a save versus paralyzation, if they fail
they are paralyzed for as long as the snake-boy or girl does nothing
else but stare.
Special Defenses: Nil
Magic Resistance: 20%
Size: Medium (5' to 6' tall)
All Saves: 13
Crimson
Dragon Slayer
Activity Cycle: Whenever there is a disturbance
Downtown.
Diet: Meat, animal or human, it doesn't matter.
Intelligence: Genius, they are well known for
being able to outsmart just about any human they meet.
Treasure: Fine clothes, their service pistol, and
a mysterious gold key.
Alignment: Lawful (They uphold the law of
Downtown, they also happen to be the law as well.)
No. Appearing: 1D2
Armor Class: 7 (Their hides are remarkably
resilient.)
Movement: 50 ft.
Hit Dice: 6 HD (30 HP)
Action-Dice: 3D6
No. of Attacks: 2 – Service Pistol or Claws
Damage: Service Pistol has two settings, dart and
laser. The dart delivers a poison while the laser damages. The laser
reduces a targets AC by -4. The pistol may only be fired once per
round. 3D6 (Laser) OR 1D6+2 (Claws)
Special Attacks: Poison Dart – A person
struck by a dart must make a constitution save or fall to the ground
shaking and foaming at the mouth for 6 rounds. Hypnotic Gaze –
Using their color shifting, lighted gaze, they may immobilize a
target. The target must make a willpower save, if they fail they are
paralyzed for as long as the snake-boy or girl does nothing else but
stare.
Special Defenses: Nil
Magic Resistance: 20%
Size: Medium (5' to 6' tall)
Dungeon
World
No. Appearing: 1D2
Armor: 4
Hit-Points: 11
Damage: 1D6+1
(Claws: Close and Piercing 2) or 1D12 (Laser: Ranged and Piercing 4)
Motivations / Tactics:
Attack with a dart, immobilizing a target. Paralyze a target with
their gaze. Retreat and call for backup if they are unable to handle
a situation.
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