Newsgroups: rec.games.frp.misc From: [n--sa--o] at [wiliki.eng.hawaii.edu] (Neil Asato) Subject: BTRC: creature file 2 Date: Mon, 5 Apr 1993 21:00:03 GMT Creatures for Use in Campaigns (part 2; and extras) copyright 1993 by Neil Asato Helltanks computer "seatings": 3 (redundant back-up systems) mass: 50,000 kg carr. capacity: 3,000 kg length: 6.0 m width: 2.0 m height: 2.0 m max. speed: 60 kph / 17 mps acc./dec.: 3 mps / 6 mps climb/dive: n/a turn mode: 6 range: 5,000 km fuel capacity: 1001 deutrium cartridge armor: front: 3000 rear: 1000 r. side: 1000 top: 1000 l. side: 1000 bottom: 1000 reactor: 100 (60 BP) tracks: 1000 (500 BP) computers: 100(50 BP) computer: Intelligence: 40 A Perception: 40 (10x magnification) skill of 10 with Weapons, Vehicles (itself), and Military Science armament: main cannon, particle beam (DV 4400 I; RC 7/7) defense laser (DV 200 I; RC 4/4) turret traverse: 1 hex/phase (main), 4 hex/phase (defense) A common cybertank among many "War Machine Worlds", with specifics depending on technology and design philosophy. It is designed to be mass producible, reliable, and for combat against suicidal odds. As some might describe it, "it has the brains of a video arcade", and it has has two modes of operation: patrol and assault. It usually receives orders from an assigned BWMB, mentioned later. In "patrol mode", it acts like a security robot (see Renegade Dreams, the module for SpaceTime for details): checking unusual activity, sending data back to base, identifies hostiles, etc. In "assault mode", it attacks anything that would prevent it from destroying its goal (usually an enemy base) and returning to its "home base". It has a 10 POW scrambled transceiver. If it encounters a situation where it is about to be captured and it cannot fight or escape, then it will self-destruct. The explosion is self-contained (500 DV explosion), turning it into a useless fused shell. BattleWarMechBots (BWMB) computer "seatings": 2 (redundant back-up systems) mass: 6,000 kg carr. capacity: 1,000 kg length: 3.0 m width: 3.0 m height: 5.0 m max. speed: 40 kph / 11 mps acc./dec.: 4 mps / 6 mps climb/dive: n/a turn mode: 10 range: 5,000 km fuel capacity: 1001 deutrium cartridge armor: front: 500 rear: 500 r. side: 500 top: 500 l. side: 1000 bottom: 500 reactor: 100 (60 BP) legs: 500 (300 BP) computers: 100(50 BP) computer: Intelligence: 25 Perception: 30 (10x magnification) skill of 15 with Weapons, Vehicles, Brawling, and Military Science armament: particle beam cannon (20mm; DV 1400 I; RC 6/6) defense laser (on claw arm; DV 200 I; RC 4/4) claw arm (Strength: 32; DV 20 III) turret traverse: n/a A "giant" military robot seen on "War Machine Worlds". It is a smarter infantry/commander counterpart to the helltank. Its specifications can deviate from the above depending on the technology and the designer. They look like giant spheres with armored, stubby limbs (2 "arms" and 2 "legs"). Their programming is similar to the helltanks (patrol and assault modes), but their greater intelligence gives them greater capabilities in performing their missions (handling unexpected situations, detecting traps, etc.) They often serve as the commanding officer for other robotic systems (usually helltanks and aerial robots [UFOs]). They can be reasoned with, though attempting to trick them is difficult. They have a 10 POW scrambled transceiver. Like the helltanks, they have a self-destruct device in the event that it may be captured (500 DV explosion, internal). The spherical bodies are sometimes covered by graffiti, like faces, though this doesn't affect the performance of the robot. A camouflage pattern is preferred as other patterns can be used to sight in by opposing forces. They are not normally used as the primary combat units due to their large sizes, this is off-set by their ability to act as mobile bases and often have extra skills like Area Knowledge which may be useful in the field. UFOs (aerial military robots) computer "seatings": 2 (redundant back-up systems) mass: 1,000 kg carr. capacity: n/a length: 3.0 m width: 3.0 m height: 2.0 m max. speed: 600 kph / 167 mps acc./dec.: 20 mps / 20 mps climb/dive: 10 mps / 100 mps turn mode: 30 range: 10,000 km fuel capacity: 1001 deutrium cartridge armor: front: 50 rear: 50 r. side: 50 top: 50 l. side: 50 bottom: 50 reactor: 20 (20 BP) grav: 20 (20 BP) computers: 50(25 BP) computer: Intelligence: 15 Perception: 40 (10x magnification) skill of 40 with Weapons, Vehicles, Military Science, Cartographer, Navigation, Tracking, Searching, and Stealth armament: 2 lasers (DV 86 I; RC 7/7; at skill 20 when firing independently) (combined at the same point for DV 119 I at skill 40) turret traverse: n/a (120 degree frontal firing arc) They appear to be large concave-like disks with small fins in the back (aids in maneuvering) and 2 small turrets to aim the lasers. They have a 10 POW transceiver. They are designed for recon and sniper missions, as they can be destroyed by nearly all anti-armor weapons. They, also, have the standard self-destruct package for these types of robots. Rather than do a total conversion of all the things in the tacky parody MWWG game system into the serious TimeLords format, I will just put the notable features, and the inspired GM can just put in the missing characteristics as desired. When making "expendable" opponents, the only details you need are: BP (use the table in WarpWorld, page 27), Perception, Speed, AV (if any), DV of weapons, and skills. Combat can be simplified by simply treating the whole body as a whole target and not modify damage due to location, then simply apply impairment. When the impairment value reaches -20, it dies or is unconscious (ignore all other details like willpower checks). This sacrifices realism, though it does allows a dramatic speed up combat with large numbers of opponents. Those needing more detail might include: Strength, Dexterity (both determines Speed), and Bravado (to see if they run away if the odds go against them or they take damage). Other details can be added as needed, using comparisons to other creatures as guides. The MWWG does have some interesting ideas for flying craft that the might be used in TimeLords. One is the Immelmann turn: this involves making a half-loop (to go backward) and half a roll (to right the craft). This results in a change in direction and altitude. This would require at least a -3 modifier to a Driving skill roll. Another idea is the use of the craft to make a strafing run on ground targets. This requires the craft to go in an essentially straight line and firing weapons along the path. The Driving skill takes a -1 modifier. If the Driving skill is made, the pilot can fire a fixed automatic weapon (facing forward), with one hex per second of fire, and taking a -1 modifier per hex covered for aiming (instead of modifiying by the number of shots in a burst). This can be similariy be applied for "dog-fights" between air-craft. If desired, the pilot can choose to hold off attacking for a brief time to make called shots and steadying benefits like ground combatants. These can also be used to for locking missiles or bombs onto targets. Acid Zombie strength: 13 dexterity: 10 bravado: 14 attacks: DV 10 acid (treat as burning liquid) touch Skill: Brawling: 3 BP: 30 perception: 10 speed: 11 They are nearly mindless creatures that can be used as guardians with training (simple use of reward-and-punishment). They are vaguely humanoid, covered with digestive slime. They "eat" any organic matter by absorbing the nutrients through the "skin". Despite its name, it is not a magical creature. Sticky Binders strength: 14 dexterity: 10 bravado: 14 attacks: DV 1 acid (treat as burning liquid) touch if hit is made by 5 or more, the creature binds itself to the area hit and acts as a 100 kg. weight and does acid attack until killed. Skill: Brawling: 15 BP: 30 perception: 8 speed: 12 They appear to be sticky white amoeba. The fluid can be processed as a glue and a liquid that can rapidly decompose the glue, by those with skills in chemistry and the appropriate equipment. Armed Paranoid strength: 13 dexterity: 8 bravado: 14 attacks: gun (magically shrunk ammo; semi-automatic; DV 30 I; 200 rounds) Skill: approprite gun skill: 20 BP: 29 perception: 14 speed: 10 This is an extreme example of a bystander who might get involved in unexpected fiefights. They are skilled in the use of the weapon and whatever their profession is, but little else. Some vigilantes might fit this profile, as well as various government and megacorp workers. Toxic Spitters strength: 13 dexterity: 10 bravado: 13 attacks: acid stream: DV 10 I, 15 skill, RC 1/1 acid gas: DV 5 I, 1 meter range around spitter tentacles: DV 3 V Skill: Brawling: 8 BP: 28 perception: 12 speed: 11 Looks vaguely like an actopus, though it usually lives on land. Crow with machinegun strength: 8 dexterity: 14 bravado: 14 attacks: machinegun (M-60; magically shrunk 2000 rounds; DV 50 I; fired in 5 round bursts at one opponent) Skill: Heavy machine guns: 20 Automatic weapons: 20 BP: 8 perception: 18 speed: 11 A sentient black bird with the ability to use an unusually large gun. Hires out as an assasin. Its strange appearance is further enhanced by its wearing of strange hats and smoking something (cigarettes, cigars, etc.) Miscellaneous sentient beings/animals BP: 8 to 28 perception: 8 to 18 speed: 8 to 15 skills: generally at 3, Brawling at skill 10 primitive ranged attack weapons (generally 1 to 6 DV, like darts) lethal hand-to-hand attacks (claws or knives doing 1 to 6 DV) inherent armor of 1 to 60 AV Attributes have the human range These appear to be anthropomorphic animals (resemble humanoid animals). The above information is for the very low TL types, as their natural abilites never encouraged development of technology or tool use. In a few cases, they can develop technology comparable to TL 11. Other-dimensional knife wielders strength: 9 dexterity: 12 bravado: 13 attacks: knives (DV 6 I; 30 skill in use) Armor: inherent magic of 10 AV BP: 15 perception: 12 speed: 10 Small beings who form tribes. They tend to have a strong dislike of anyone of not their species. Undead Makers strength: 11 dexterity: 12 bravado: 10 attacks: releases weird spell-like energy from hands, must make a roll as if firing a weapon with a skill of 10, no RC, does a base effect of 30 for damage; those killed (and have a BP above 15) become undead creatures under their control after 10 seconds under their control (same stats; if "killed" again by someone else, they do not rise up again). BP: 28 perception: 12 speed: 11 Horrifying beings who are often "recruiting" more creatures for their empires. Dividing Swordsmen strength: 16 dexterity: 16 bravado: 16 attacks: saber ( DV 13 I), skill 20 2 knives ( DV 6 I) BP: 30 perception: 30 speed: 16 If killed, after 10 seconds the body divided into 2 smaller beings. These beings use the knives at skill 10 and have 1/2 the attributes of the single large form. If killed again, those beings truly die. If those beings survive, for 1 week, then they can merge back into the single large form. Serial Killers strength: 14 dexterity: 11 bravado: 16 attacks: Chainsaws and shotguns (in the DV 30 I to II range; used at skill 15) armor: inherent 20 AV Skill: 30 in Disguise, Acting, and Stealth BP: 35 perception: 14 speed: 12 A stereotypical psychotic serial killer. Often disguised as a normal local person. They are not necessarily very intelligent, though they tend to have some cunning. Mad Bombers strength: 14 dexterity: 8 bravado: 14 attacks: explosive small blobs of itself, explodes on impact (DV 30 III), skill 10, can form one per 10 seconds, effectively an unlimited supply can be formed BP: 28 perception: 12 speed: 11 These are clay-like humanoids (from a strange reality), that are made of a peculiar living explosive. If killed, they explode with a DV 50 III. They often hire themselves out for acts of destruction. General fighters strength: 12 dexterity: 16 bravado: 15 attacks: submachine gun (like Uzis; 20 DV range; used at skill3) armor: 10 to 60 AV BP: 29 perception: 14 speed: 14 Corresponds to the nameless people found in some war-like conditions, though they may not survive for very long. Armed Bikers strength: 12 dexterity: 13 bravado: 14 attacks: any gun that that can be used with one hand (pistols or revolvers), used with 15 skill Skill: Vehicles (motorcycles or other fast vehicles): 15 BP: 30 perception: 15 speed: 15 Stereotypical armed motorcycle riders that cruise the highways that can cause a lot of trouble. They are generally found in gangs. They generally have motorcycles (see the CORPS 1991 Technology supplement for the CORPS stats and convert them) with armor in the front (10 AV). Roving Reporter strength: 8 dexterity: 12 bravado: 10 Skill: Camera skill: 5 Detective: 10 Vehicles: 10 BP: 28 perception: 20 speed: 10 People who are often looking for interesting things to submit to their business. Each one has their own motivations and ethics in the news media. Some may have such devices as specialized surveilance equipment and borderline-combat vehicles. Vehicles tend to be either fast-moving and maneuverable or something they can sleep in (like vans). Mind Masters strength: 9 dexterity: 13 bravado: 17 attacks: armed with clubs (DV 14 III), skill 5 spell power (base effect: 40) BP: 28 perception: 14 speed: 11 These beings have mental powers that allow them to get one of the following spell effects: dominate, teleport, or telekinesis. They usually prefer to use their powers from a concealed position, using the teleport power to remove desired objects, and the other powers to distract. Some take employment by charging the use of their powers. Deer Robot strength: 16 dexterity: 12 bravado: 18 attacks: sharp antlers (DV 20 I), Brawling skill at 10 miniature missile launcher, +3 heat sensor, DV 100 III, 200 missiles; used at skill 10 BP: 70 perception: 20 speed: 14 A robot that superficially appears to be a normal deer. It is used to patrol isolated wilderness areas while drawing minimal attention to itself. The antlers are primarily to discourage predators from attacking it. The missile launcher is for opponents armed with powerful weapons. It will not necessarily immediately attack "enemy forces", though it will attempt to notify its base of the situation and gather information from a distance before taking offensive action. Cupid (or something similar) strength: 8 dexterity: 12 bravado: 14 attacks: mystical bow and arrows (DV 10 V armor piercing; dominate spell with power tap spell [falls in love with nearest creature]) (alternatively, every hit causes a Psych Lim of love worth 20 skill points, cumulative with additional hits) Skill: Archery: 15 Flying: 15 BP: 15 perception: 20 speed: 14 This creature looks like the mythical Cupid, a cherubic male with mystical bow and arrows that can cause strong emotions. It is small and can fly at up to 12 m/s. The base effect of the power is 100. It seems to be able to draw an infinite amount of arrows out of nothingness, though the bow, arrows, and the being disappears upon the death of the being. The arrows disappear after being used. The creature seems to come from some unkown reality from which it can return from after being killed. Other than that, little is known of this being. It generally uses its arrows to help out what it sees as "problem relationships". The arrows can only cause a general feeling of liking, it cannot cause lust or similar emotions, unless that person is predisposed towards that. In beings that cannot feel any approximate feeling, it tends to cause a Psych limitation insanity dealing with personal relationships (like a fear of hating or something). For some reason, many beings regard it as a pest, either because the "love" is not really true (though it could develop into it with time), or because some regard the notion of everybody being nice to one another as being somehow abhorrent. It seems to be immune to all attempts to control it. Against people it considers to be evil, it often acts as a sniper, firing arrows at the right time to make the person like a lot of things it considers to be good. Most predatory animals tend to have a Brawling skill of 15 and an attack (bite or claw) with a DV around 10 I. BP tends to be around 40. Perception tends to be between 15 and 30. Speed tends to be between 15 and 40. Other characteristics are generally between 8 and 20.