In the Beginning there was Light, but then followed Darkness..
Creatures I
Bio-GiantsBio Giants are Giant War Machines made of flesh. They are Immense Strong and Stupid.
STR
[100]
Area
AV
BPs
INT
[04]
Leg
10
5
COR
[09]
Arm
-
14
PHY
[100]
Stomach
10
14
MST
[10]
Chest
10
15
PER
[20]
Head
10
8
Movement: 9/ 700 O.B.: +11 Act./ C.R.: 3 Avoid/ Parry: N/A
Attacks: Huge Clawed Hands (1d10), alternative heavy machine guns or other heavy guns
Skills: Combat 10, Firearms 9, Comm. 5, Movement 0, Technical 0
BioTek: none
Dark Gifts: none
Special: Everyone seeing this creature must roll beneath his MST or flee for 1d6 minutes.
Blessed LegionaireDemnogonis filthy Legionaires full of bacterias and virii.
STR
[11]
Area
AV
BPs
INT
[03]
Leg
-
6
COR
[12]
Arm
-
5
PHY
[05]
Stomach
-
5
MST
[10]
Chest
-
6
PER
[05]
Head
-
3
Movement: 3/ 225 O.B.: - Act./ C.R.: 3 Avoid/ Parry: 4
Attacks: Melee weapon or firearm, claws (1d6+2)
Skills: Combat 8, Firearms 9, Comm. 4, Movement 6, Technical 2
BioTek: none
Dark Gifts: none
Special: Anyone who takes at least 1 hit from blessed Legionaire must make a normal PHY-roll or will suffer -3 on all Skills due to an infectious wound until a Art of Excorcism of at least 2nd Magnitude is cast.
Attacks: Melee weapon or firearm,
Fist 1d6; Kick 1d6+1
Skills: Combat 19, Firearms 19, Comm. 4, Movement 4, Technical 4
BioTek: Necro-bionic arms, legs, skeletion, restructuring, innards, Lung implantat, Night vision, Pain Control
Dark Gifts: none
Special: Same gas resistance as the Immaculate Furies. The Creatures have Perfect Nightvision and a sense of hearing that enables them to hear a humans breathing at 300m.
Movement: 3/ 225 O.B.: +1 Act./ C.R.: 3 Avoid/ Parry: 5
Attacks: Melee weapon or firearm, Kratach (1d6+1 CF 6)
Skills: Combat 11, Firearms 12, Comm. 13, Movement 11, Technical 4
BioTek: Nightvision, Feel no pain at all
Dark Gifts: none
Special: Their black leathery skin provides good natural Protection as well as good camouflage at night. Their eyes glow softly. To cover the glow they often wear grotesque Death Masks.
Attacks: Melee weapon or firearm, Voriche (1d6+1 CF 6)
Skills: Combat 10, Firearms 14, Comm. 12, Movement 9, Technical 9
BioTek: 1d4+ Nightvision
Dark Gifts: Resist Pain, Invoke Frenzy
Special: Centurions are the Special Forces of the Dark Legion. They Physically resemble Necromutants.
Attacks: Melee weapon or firearm,
can fashion their limbs to clubs or blades (1d)
Skills: Combat 15, Firearms 15, Comm. 20, Movement 10, Technical 10
BioTek: none
Dark Gifts: 2d6
Special: Changelings are the masters of disguise, since they can perfectly change their appearence and voices.
Child of IlianChilds of Ilian look like deformed Children. They are the ultimate maintance Workers.
STR
[05]
Area
AV
BPs
INT
[14]
Leg
-
6
COR
[12]
Arm
-
5
PHY
[05]
Stomach
-
5
MST
[10]
Chest
-
6
PER
[03]
Head
-
3
Movement: 3/ 175 O.B.: -1 Act./ C.R.: 3 Avoid/ Parry: -
Attacks: Melee weapon or firearm, Child's Rattle (1d3 CF5)
Skills: Combat 8, Firearms 9, Comm. 0, Movement 9, Technical 15
BioTek: Perfect Nightvision
Dark Gifts: none
Special: Children of Ilian are constantly conversing with each other in a high-pitched, squealing cackle that quickly grates on the nerves. They show signs of Degeneration normally unseen in Illian's Followers.
CuratorInsane field medics giving “the last aid". Human shaped with cybernetics.
STR
[14]
Area
AV
BPs
INT
[13]
Leg
2
7
COR
[17]
Arm
2
6
PHY
[14]
Stomach
2
6
MST
[13]
Chest
2
7
PER
[12]
Head
2
3
Movement: 3/ 225 O.B.: +1 Act./ C.R.: 3 Avoid/ Parry: 6
Attacks: Curator sword (1d6+2), plague gun (1d6+2)
Skills: Combat 8, Firearms 14, Comm. 12, Movement 9, Technical 23
BioTek: Nightvision
Dark Gifts: Invoke Pain, Blindness, Time Rot, Decay, Infection
Special: Human shaped with cybernetics, skin stiched together with plastic or leather, bare head without skin, giggleing when carrying out their operations.
Attacks: Melee weapon or firearm, Fist 1d6, Kick 1d6+1
Skills: Combat 16, Firearms 16, Comm. 13, Movement 13, Technical 13
BioTek: Necro-bionic arms, legs, skeleton, restructuring, innards, lung implants, Nightvision, Pain Control
Dark Gifts: none if built from captives; 1d6 if taken from cultists
Special: Those Dark Huntsmen drawn from captives will possess all their former knowledge and can and will use ist aginst their former comrades.
DestroyersDestroyers are the ultimate human warriors. They are often leaders of groups of initiates.
STR
[13]
Area
AV
BPs
INT
[11]
Leg
10
7
COR
[14]
Arm
10
6
PHY
[11]
Stomach
10
6
MST
[11]
Chest
10
7
PER
[14]
Head
4
3
Movement: 3/ 225 O.B.: +1 Act./ C.R.: 3 Avoid/ Parry: 6
Attacks: Melee weapon or firearm, most potent dark weapon
Skills: Combat 17, Firearms 17, Comm. 13, Movement 13, Technical 11
BioTek: 1d6+3
Dark Gifts: 1d6+3 (each MST+1d6)
Special: Destroyers wear masks of steel and brass. The have normally short, red cloaks and several weapons holstered on their belts. They weare gauntlets which have built in knuckle-Dusters (+1 DAM).
Eaonian JustifierEaonian Justifiers are the Torturers of Algeroth. They have long insekt-like heads.
STR
[15]
Area
AV
BPs
INT
[25]
Leg
4
8
COR
[18]
Arm
4
7
PHY
[15]
Stomach
4
7
MST
[20]
Chest
4
8
PER
[10]
Head
4
4
Movement: 3/ 325 O.B.: +1 Act./ C.R.: 4 Avoid/ Parry: 8
Attacks: Claws, 1d6+1 plus venom
Skills: Combat 14, Firearms 10, Comm. 18, Movement 12, Technical 19 (Excruiation)
BioTek: none
Dark Gifts: none
Special: These Creatures can generate several poisons and venom inside their bodies. They know that agony is best served in small doses. The are the masters of pain.
EzoghoulsHuge “Centaur" body with wings who can't breath without their “Illitachk".
STR
[34]
Area
AV
BPs
INT
[15]
Leg
4
9
COR
[22]
Arm
4
8
PHY
[29]
Stomach
5
8
MST
[26]
Chest
5
9
PER
[24]
Head
4
4
Movement: 6/ 400 O.B.: +5 Act./ C.R.: 4 Avoid/ Parry: 8
Attacks: Melee weapon or heavy firearm, Kick (1d6)
Skills: Combat 17, Firearms 16, Comm. 17, Movement 20, Technical 14
BioTek: Nightvision only
Dark Gifts: Invoke Terror, Flow of fire
Special: The Illitachk symbiote makes the Ezoghoul immune to poision gases. About 75% have flying ability, the movement rate is the same as on the ground.
Heretic LegionaireHeretic Legionaires fill Semais legions and make up the fighting force of the Lord of Spite.
STR
[15]
Area
AV
BPs
INT
[03]
Leg
1
6
COR
[11]
Arm
1
5
PHY
[13]
Stomach
1
5
MST
[07]
Chest
1
6
PER
[04]
Head
1
3
Movement: 3/ 225 O.B.: +1 Act./ C.R.: 3 Avoid/ Parry: 5
Attacks: Melee weapon or firearm,
Usually Kratach (1d6+1 CF 5)
Skills: Combat 11, Firearms 12, Comm. 3, Movement 11, Technical 4
BioTek: Nightvision, Heretic Legionaires ignore pain
Dark Gifts: none
Special: Pale and hollow-eyed Humans. Their minds have been burned away and are now not more than puppets on a string.
Immaculate FuriesHairless muscular humanoids who can produce ear-piercing shrieks.
STR
[31]
Area
AV
BPs
INT
[12]
Leg
4
9
COR
[16]
Arm
4
8
PHY
[28]
Stomach
4
8
MST
[19]
Chest
4
9
PER
[24]
Head
2
4
Movement: 5/ 323 O.B.: +4 Act./ C.R.: 4 Avoid/ Parry: 10
Attacks: Melee weapon or firearm, Usually enhanced
Skills: Combat 10, Firearms 14+, Comm. 13, Movement 10, Technical 10
BioTek: none
Dark Gifts: none
Special: The Furies can emit an ear-pearcing shriek. Heard from a distance a normal MST roll will prevent from fleeing (1d6 min). Range from 5 to 30 Meters it is so loud paralizing for 1d3 CR unless a hard MST roll is made. At a range less 5 Meters it will do 1d3 to the head each CR unless a hard PHY roll is made. Furies have Perfect Nightvision and a sense of hearing that enables them to hear a humans breeathing at 300m.
InitiateHuman Cultists who work as laborers or soldiers.
STR
[11]
Area
AV
BPs
INT
[11]
Leg
3
7
COR
[11]
Arm
3
6
PHY
[11]
Stomach
3
6
MST
[11]
Chest
3
7
PER
[12]
Head
4
3
Movement: 3/ 225 O.B.: +1 Act./ C.R.: 3 Avoid/ Parry: 6
Attacks: Melee weapon or firearm, standard weapons
Skills: Combat 13, Firearms 13, Comm. 12, Movement 10, Technical 11
BioTek: 1d6
Dark Gifts: 1d6
Special: Initiates are the medium levled Heretics. Their tasks vary from allday Business to Military Actions under the Command of a Centurion or else.
Movement: 3/ 225 O.B.: +3 Act./ C.R.: 2 Avoid/ Parry: -
Attacks: Clubs or Melee weapons only
Skills: Combat 12, Firearms 0, Comm. 0, Movement 0, Technical 0
BioTek: 1d6+4, all with horrible and incredibly visible stigmata
Dark Gifts: none
Special: Kadavers feel no pain and will only stop fighting after a critical hit to the head.
KarnophagesDegenerated Cultists. Uncontrolable even by cultists.
STR
[25]
Area
AV
BPs
INT
[04]
Leg
-
7
COR
[20]
Arm
-
6
PHY
[15]
Stomach
-
6
MST
[15]
Chest
-
7
PER
[10]
Head
-
3
Movement: 4/ 275 O.B.: +2 Act./ C.R.: 3 Avoid/ Parry: -/ 12
Attacks: Claws (1d6) only
Skills: Combat 16, Firearms 0, Comm. 0, Movement 15 (Stealth), Technical 0
BioTek: 1d6+3 with Stigmata
Dark Gifts: none
Special: Karnophages are in the last stages of the Black Hunger. Once they have killed, they must eat. They will fight only to defend their meal.