In the Beginning there was Light, but then followed Darkness..
Creatures II
NecromutantsNecromutants are alien warriors transformed by the twisted science of the tektrons into beings perfectly adapted to combat.
STR
[15]
Area
AV
BPs
INT
[09]
Leg
4
7
COR
[14]
Arm
4
6
PHY
[15]
Stomach
7
6
MST
[10]
Chest
7
7
PER
[21]
Head
1
3
Movement: 3/ 225 O.B.: +2 Act./ C.R.: 3 Avoid/ Parry: 6
Attacks: Melee weapon or firearm,
Belzarach (1d6+3 CF 4)
Skills: Combat 13, Firearms 12, Comm. 9, Movement 6, Technical 7
BioTek: Nightvision, May have Wrist Sockets or Neural Conduit
Dark Gifts: Resist Pain
Special: Some Necromutants may possess Neural Conduits. Others may have Wrist Sockets, enabling them to plug weapons and equipment directly into their wrist. These Creatures are rare
Attacks: Melee weapon or firearm, most potent dark weapon
Skills: Combat 19, Firearms 18, Comm. 16, Movement 21, Technical 18
BioTek: Nightvision, no pain
Dark Gifts: Terror, Dark Fire, Invoke Pain, Blindness, Indegestion, Dimensional Warp, Flow of Acid, Invoke Frency
Special: Nepharites of Algeroth radiate calm and lead their armies with cold efficency and command their forces with mighty battle cries.
RazidesRazides are the Enforcers of the Nepharites. Their Bodies are of flesh, stone and metal.
STR
[45]
Area
AV
BPs
INT
[12]
Leg
5
9
COR
[11]
Arm
5
8
PHY
[31]
Stomach
7
8
MST
[14]
Chest
7
9
PER
[26]
Head
5
4
Movement: 5/ 325 O.B.: +5 Act./ C.R.: 3 Avoid/ Parry: 5
Attacks: Melee weapon or heavy firearm
Skills: Combat 14, Firearms 16, Comm. 10, Movement 7, Technical 15
BioTek: none
Dark Gifts: Resist Pain
Special: The Razide is a beast from another time and existence, impossible strong and given the constitution beyond any man's.
Reaper of SoulsReaper of Souls are the Assassins of Algeroth. They are always dressed in Black.
STR
[13]
Area
AV
BPs
INT
[11]
Leg
3
7
COR
[14]
Arm
3
6
PHY
[11]
Stomach
3
6
MST
[11]
Chest
3
7
PER
[14]
Head
4
3
Movement: 3/ 225 O.B.: +1 Act./ C.R.: 3 Avoid/ Parry: 6
Attacks: Melee weapon or firearm,
Voriche/ Soulcythe (1d6+1)
Skills: Combat 15, Firearms 13, Comm. 13, Movement 14, Technical 11
BioTek: 1d6+2
Dark Gifts: 1d6+3 (each MST+1d6)
Special: Reapers of Souls will possess the Summon Gift of the Dark Symmetry. They usually specialize in the Warps of Algeroth Gifts. Bio-technological Gifts are usually things like Nightvision and Puttyface, which will let hem infiltrate places.
Screaming LegionaireScreaming Legionaire are insanes, twisted into spasms.
STR
[14]
Area
AV
BPs
INT
[02]
Leg
-
6
COR
[05]
Arm
-
5
PHY
[15]
Stomach
-
5
MST
[01]
Chest
-
6
PER
[06]
Head
-
3
Movement: 3/ 175 O.B.: +1 Act./ C.R.: 2 Avoid/ Parry: 3
Attacks: Wind of Insanity, Kratach (1d6+1 CF 5) or melee weapon
Skills: Combat 7, Firearms 12, Comm. 4, Movement 6, Technical 2
BioTek: none
Dark Gifts: Wind of Insanity
Special: Screaming Legionaires can invoke Wind of Insanity once per Day but it doesn't do physical Damage. The Level is 1 per Legionaire, i.e. 10 screaming Legionaires joined will create this effect for 10 CR.
TektronTektrons are the Masters of the Dark Technology.
STR
[15]
Area
AV
BPs
INT
[30]
Leg
8/2
8
COR
[17]
Arm
8/2
7
PHY
[14]
Stomach
8/2
7
MST
[21]
Chest
8/2
8
PER
[13]
Head
6/2
4
Movement: 3/ 225 O.B.: +1 Act./ C.R.: 4 Avoid/ Parry: 4
Attacks: Melee weapon or firearm, Usually enhanced
Skills: Combat 12, Firearms 12, Comm. 12, Movement 12, Technical 18+
BioTek: 1d6+3 plus Immunity to aging, Necrobionic Neural Conduit
Dark Gifts: 1d6+3
Special: May choose their Gifts free, without degeneration or stigmata. Two AVs are given, one for the flesh, one for the metal (50% chance to hit) A Tektron can understand the use of any machine within a minute.
Attacks: Kratach and Templar Mace
Skills: Combat 15, Firearms 15, Comm. 3, Movement 16, Technical 3
BioTek: Nightvision
Dark Gifts: Resist Pain
Special: Can sense pain (75m), even the intent to cause pain. Sometimes they even attack each other
Undead LegionaireHuman Zombies with grotesque Cybernetics.
STR
[16]
Area
AV
BPs
INT
[03]
Leg
3
6
COR
[11]
Arm
1
5
PHY
[12]
Stomach
3
5
MST
[04]
Chest
3
7
PER
[04]
Head
6
3
Movement: 3/ 225 O.B.: +1 Act./ C.R.: 3 Avoid/ Parry: 4
Attacks: Melee weapon or firearm,
Usually Kratach (1d6+1 CF 5)
Skills: Combat 9, Firearms 10, Comm. 3, Movement 5, Technical 2
BioTek: Nightvision
Dark Gifts: none
Special: Their Equipment is an mixture of modern and ancient technology. They are parodies of the humans they once were.
WardogHunters of souls in the void. Can change their “breed".
STR
[18]
Area
AV
BPs
INT
[07]
Leg
3
8
COR
[15]
Arm
3
7
PHY
[20]
Stomach
3
7
MST
[16]
Chest
3
8
PER
[15]
Head
3
4
Movement: 4/ 275 O.B.: +2 Act./ C.R.: 3 Avoid/ Parry: 5
Attacks: Bite (1d6+2), Claws (1d6 each)
Skills: Combat 20, Firearms 0, Comm. 10, Movement 18, Technical 0
BioTek: none
Dark Gifts: Dimensional travel
Special: Their eyes glow in red. Once they have a souls scent they can track it through just about everything as long the trail is not older than 24 hrs.
Movement: 4/ 275 O.B.: +4 Act./ C.R.: 6 Avoid/ Parry: 10
Attacks: 2H Melee Weapon or firearm,
Dark Steed: fire (1d6), claws (1d4+1 each)
Skills: Combat 18, Firearms 15, Comm. 6, Movement 16, Technical 5
BioTek: Nightvision
Dark Gifts: 2d6
Special: Wild Hunters are the hunters of souls. They rarely hunt fleshed prey. Their Horses can change their hooves into claws.