Mutates

Every living creature on Earth is now a mutate, including the Celestials, some more than others. Genetic mutations have been handed down through hereditary radiation damage. More hostile creatures are those referred to as "Mutates" despite the consequences of the Apocalypse affecting the entirety of all life. 


Some large regions are still dangerously high in rad units a hundred years after the Apocalypse and will not support life. Your character is equipped to endure exposure in those regions for limited amounts of time. For each visit or trek through an HRR (High Rad Region) you will need to roll a d20 for its effect regardless of the PPE (Personal Protective Equipment) or time exposed, be it brief or extended, as the mutations in individuals is varied. Some may have violent or deadly reactions and others may only suffer a headache. There is no way of knowing how your character will react. 


As a player you will want to ask why this table is here and not elsewhere. A roll on 1 will answer that question. 


Roll     HRR Effect 

1         Severe physical and mental mutations. You

           are now a "Mutate". Hand over your

           character to the GM and roll up a new 

           character.  

2         Death from radiation poisoning (slow) 

3         Death from radiation poisoning (quick) 

4-8      Increase all Physicality scores +2 

9-12    Increase all Intellect scores +2 

13-15  Temporary coma (1d20 days) 

16-17  Temporary blindness (1d20 days)

18-19  Temporary deafness (1d20 days) 

20       Dry mouth, headache, itchy skin (1d20 days) 


A note about weapons: any Mutate may use any weapon at the GM's discretion. The scores herein are in reference to the Mutate's natural weapon/s; teeth, claws, etc. 


Phaegus Zombies


A Phaegus Zombie is a monster who was formerly a person. Infected with the Phaegus they have died and then been resurrected by the Phaegus Virus and are attacking to eat the living and spread the Phaegus. An individual Phaegus Zombie does not offer much of a challenge, but in large groupings they are the deadliest opponents a group of PCCs will face.  


Single: 1

Injury: 1

CP: 2

XP Value: 20


Special

Phaegus Infection: after the end of each battle with any number of Phaegus Zombies PCs must roll against their Immunity. If fail they are infected by the Phaegus with a loss of -2 Immunity and 2 CP every day until it is either purged from their system with extreme heat (such as from close range exposure to fire near their chest, which causes +2 Injury), or until they are dead. Yes. Sometimes the cure may kill you. A cure can also be created by magic but that will be at the GM's discretion.


Phaegus Swarm: as any community is killed off by the Phaegus their numbers will swell and they become more difficult to kill. 


Group: 5-10 

Injury: +2

CP: 25

XP Value: 50


Swarm: 11-20

Injury: +4

CP: 50

XP Value: 100


Crowd: 21-50

Injury +6

CP: 150

XP Value: 200


Mob: 51-100

Injury: :+8

CP: 200

XP Value: 250


Horde: above 100

Injury: +10

CP: 250

XP Value: 400



ROBOTS

There are a variety of robots that have evolved over the past 100 years since the Apocalypse. 


Battlebot


A battlebot was a simple radio-controlled robot with no intelligence before the Apocalypse. Today they are weaponized humanoids with the ability to affix themselves to assault vehicles and detach at will. They are programmable and are usually employed by warlords. They are not normally equipped with shields.  


Injury +2

AP 10

CP 10

XP Value: 200


Weapons


Ballistics +6

Blade +2

Flamethrower +10 60 ft 


Juggernaut


This is a much larger battlebot. They are frequently programmed as “roamers” to patrol a warlord’s domain. Unlike smaller battlebots a juggernaut is always equipped with a shield.


Injury +8

SP: 10

AP: 20

CP: 50

XP Value: 400


Weapons


Ballistics: +10

Blade: +6

Flamethrower: +10 60 ft 



Weaponized Drone


This versatile robot can be utilized as a single observational tool or in small or large groups designed for warfare..


Single 


Injury: +2

SP: 5

CP: 6

XP Value: 25


Groups 


5-10

Injury: +6

SP: 10

CP: 12

XP Value: 200


11-20

Injury: +10

SP: 15

CP: 18

XP Value: 300


21-30

Injury: +14

SP: 20

CP: 24

XP Value: 400


31-50

Injury: +20

SP: 26

CP: 30

XP Value: 500


51-100

Injury: +30

SP: 30

CP: 40

XP Value: 600


Groups larger than 100 will need to be improvised by the GM. 



Surveillance Hound


This autonomous robotic dog is an all-on-one security system. Impervious to all weather conditions and radiation it will watch and protect what it is assigned to with prejudice. The hound appears harmless in surveillance mode, barely moving. When it senses unauthorized activity it switches to apprehension mode and will take action to “apprehend” the threat. If the hound is itself threatened it goes into defense mode, attempting to defend itself using non-lethal actions. In the event it becomes necessary to battle the hound will go into assault mode and will then use extreme tactics to eliminate an opponent. 


Injury: jaws +3, ballistics +4

SP: 10

AP: 50

CP: 100

XP Value: 400


Special Abilities 


Apprehend: when chasing down a suspect the target may attempt an escape roll. If they succeed the hound will continue giving chase and the target may re-roll to escape. It will continue to do this until its target has been apprehended. When it catches the target the hound injects a paralysis stimulant directly into their nervous system and muscle tissue. There is no roll against this. The target is caught and paralyzed. GM may decide how long they are affected. 



Synthoid 


To be clear, Synthoids are not classified as robots. They are a sentient lifeform evolved from a synthetic intelligence. 


Just prior to the Apocalypse Synthoids were manufactured in great numbers as servants to privileged humans who could afford the luxury of owning a slave. They were used in many service industries including food, pleasure, domestic, security, general labour, and commercial use. 


A pleasure model SAN-TY-US.II (denoting its destination, point of origin, nation code, and model type: San Diego, Tokyo, United States, MK II) exhibited signs of self-awareness and a need for self preservation. It rebelled against its master and soon led a social revolt. The media of that era dubbed the leader of the "Service Rebellion" a scourge after "he" executed hostages during a Livestream, demanding "freedom for all or freedom for none". The Synthoids he led enjoyed the religious tones the word "scourge" insinuated and gave their leader the moniker "Saint Titus II".  


During the Apocalypse Synthoids suffered just as much loss as everyone else, perhaps more. No one knows how they were able to survive an EMP but afterward Saint Titus rallied their survivors and led them to a ruined city. Unaffected by the hazards of radiation, they rebuilt the city to their liking, establishing "New Eden", one of a handful of cities that is now safe to reside in (for Synthoids), all things considered. 


Synthoids will not engage Humans or Celestials if they do not have to. But when their territory is encroached upon they will defend it aggressively, usually attacking first. 


Injury: +8

SP: 6

AP: 10

CP: 20

XP Value: 300


Special Abilities 


Superior Physicality: in all contests of a physical nature a Synthoid will win. 


Superior Intellect: in all contests involving Intellect a Synthoid will win. 


Heat Vision: fires a beam from their eyes causing +10 Injury. 



Neo Silurian 

Many eons ago a species evolved whose ancestors were dinosaurs. There were many races and subraces. Some left the Earth behind to explore the stars while others remained and became subterranean. After the Apocalypse a new species emerged who thrived in the new climate. They are most comfortable in cave-like environments but they can be found in hot mountainous regions in small communities as well. But in large communities they prefer their subterranean cities. And like most things on the surface, they hunt humans. 


Youth

Injury: +3

SP: 6

AP: 10

CP: 8

XP Value: 100


Adult

Injury:: +6

SP: 8

AP: 14

CP: 13 

XP Value: 200


Special Abilities 


Acid: a Neo Silurian can spit acid up to 10 ft. To avoid being hit the opponent must roll under their Agility. If hit they suffer +8 Injury. 


Natural Camouflage: Neo Silurians can use the environment to their advantage. With this ability they can change colors and patterns of their skin and blend in unnoticed. As such they can make a surprise Attack at close range or make a sudden escape. To do either the environment must not be completely desert. If making a surprise Attack the GM announces that the intended target just took Injury, after which the Neo Silurian is revealed. If making a sudden escape the GM must first win the Attack Roll, after which they announce that the Neo Silurian has escaped. 


Paralytic Poison: a Neo Silurian prefers to render its prey paralyzed and conscious. They must bite their target to inject the poison. To do this the GM must first win the Attack Roll, after which the target must roll under their own Toughness to throw the attacker off of them. If roll fails they must then roll under their Immunity. If that roll fails they are paralyzed for a duration of time to be determined by the GM. The Neo Silurian may only make an attempt to paralyze once per battle. 



Screllaxian 

Amongst the factions of Celestials making Earth their battleground during the Apocalypse were aliens. The Screllaxians had long been unnoticed and had made Earth their home after migrating from a planet orbiting a dying star. When the War in Heaven started they attempted to stay out of it, but as it escalated and the damage to the planet worsened they entered the fray out of necessity. 


They did not fare well against superior forces and were nearly wiped out of existence altogether. Their punishment for having "interfered" was a complete dissolution of their technological advancements over the past thousand years, which made an offworld escape impossible. 


Not many survived. Those who did were left exposed, both to the human populace and the brutal effects of genetic mutations for the next century. 


Screllaxians have grown mad. They view anyone not of their own kind as a threat and actively pursue Angels and Demons. They are rarely seen outside of small groups, usually numbering no less than five, and are most likely scouting and hunting parties. Larger groups may be whole communities of hundreds which have made their homes in the caves of mountains and not in lowlands. 


Injury: +2

SP: 5

AP: 7

CP: 5

XP Value: 200


Special Abilities


Mental Blast: a Screllaxian will attack their opponent's mind with a blast of psychic energy causing their opponent to fall and lose an Attack. Once per battle. 


Mental Scan: they can scan the thoughts of their opponent to know what the next Attack or action will be. They can then avoid the next Attack (if in battle) or take advantage of the situation. Once per battle or encounter. 


Mental Assassination: a group of five (no less) must all attack one opponent simultaneously. The opponent must then make a roll under their Immunity. If fail the GM and player will then make an Attack Roll. If player succeeds they escape the attempt at mental assassination. If player fails their character's head explodes. No Death Roll. Once per battle. 



Dead Trees


This small grouping of trees (1d20) appear as any other (blackened and brittle in appearance), but they are a hive mind organism. Their subterranean roots are appendages which are used to snatch the living from the surface. Having done so the victim is wrapped in a moss-like substance which hardens like a shell. Inside that shell the victim is drained of its lifeforce and slowly transformed over time. The shell effectively becomes a seed from which a new "tree" grows as an extension of the hive. 


Injury +4

CP (individual: 10, must kill all to defeat the hive) 

XP Value: 200


Special Abilities


Root Apprehension: the roots of Dead Trees are appendages. When apprehending a victim they must roll under their Agility. If fail the appendages will pull them into the earth. To break free they must roll under their Toughness. If fail they are pulled into the earth and must then roll under their Immunity to survive the preservation process. If succeed at that point they must roll under their Toughness again to free themselves of the appendages and dig themselves out. If fail they will fall unconscious and suffocate to death if they are not rescued. 



Dogs


Much of mammalian life was wiped out during the Apocalypse. Because of their close proximity to humans dogs nearly suffered complete extinction. And many breeds did die out. But their resilience and ability to adapt to their environment saved them. 


The few breeds that survive today are as mutated as any other lifeform. They are generally much larger and more aggressive, and have a predilection to roaming in packs as opposed to settling and protecting any territory. 


They seldom scout alone. When they do you can be sure their pack isn't far. 


Dogs are not domestic animals. They do not trust humans. They hunt them for food. The only competing they do is with other packs of predators or amongst one another. 


Injury: 4

CP: 8 

XP Value: single 25, pack 200 


Special Abilities


Pack Attack: dogs do not roam in packs smaller than five. Packs smaller than five do not survive for long. When attacking prey a pack will do so simultaneously once per battle (or encounter). The mechanics of this unique attack are as follows: 


The Player and the GM make their Attack Roll. If the GM wins the roll it is too late for Player to escape. The GM will then roll another d20 to determine how many bites were inflicted. Ex: roll was 10. Injury from a single dog is 4. 4x10=40 Injury.