Showing posts with label Bugs. Show all posts
Showing posts with label Bugs. Show all posts

Friday, 2 November 2012

Odd Encounters - Glass Crawler


Glass Crawler
STR 4, DEX 4, WIL 5, 6hp.

An unearthly, five foot high caterpillar-like creature. Favours dark conditions and eats any small creatures it can sting. Moves very slowly and makes a raspy noise when threatened.
Cannot attack normally, but may brush a victim with its stings. Anyone attacking the crawler or otherwise risking contact with the stings must also make a Save as if they were attacked.
DEX Save to avoid contact with the hair-like stingers. Anyone stung feels an immediate pain similar to a nettle. A few minutes later the sensation feels like shards moving inside their body and they lose 1d6 STR and DEX. Joints resist bending, forcing such movement causes an audible snap, feeling like a tube of glass has broken inside the  joint. Each minute of movement, other than very careful, slow walking, causes loss of 1d6 STR. The effect wears off after a long rest.

Tuesday, 13 September 2011

What beats twenty scorpions?

I see your twenty scorpions and raise you TWENTY ONE CENTIPEDES. Written with Into the Odd in mind.

1d21 roll:
1: Black Arrow Centipede (STR 2, DEX 8, WIL 2, 1HP)
About the length of an arrow. Launches itself from cave walls, burying its head into anything it hits for 1d6+1 damage. Must be removed slowly and carefully to avoid another 1d6 damage.
2: Endel's Dasher (STR 2, DEX 10,  WIL 4, 1HP)
A foot long, deep green in colour. Bites for 1d6-1 point of damage. Critical Hit causes the victim loss of 1d6 STR and DEX every round until incapacitated.
3: White Lady Centipede (STR 4, DEX 8,  WIL 4, 2HP)
Chunky, a foot long with a soft white shell. Extremely tasty when cooked.
4: Bristly Boar-Eating Centipede (STR 10, DEX 8, WIL 3, 5HP)
Deep brown, three feet long, able to rear back to reveal a second pair of biting mandibles. Bites for 1d6 Damage and grips on tightly. Picks off young boar in its jungle home.
5: Silver Ghost Finger (STR 4, DEX 8, WIL 5, 2HP)
Able to float slowly through the air by moving its silver hairs in a wavelike motion, which no one can explain.
6: Gnomeshield (STR 6, DEX 5, WIL 2, 3HP, Armour 1)
A flat, two feet long, beetle-like centipede with a dull copper, chitinous back resembling a shield.
7: Manxtail Centipede (STR 4, DEX 6, WIL  2, 2HP)
A foot long, gold and bristly. Anyone fighting it in melee must pass a DEX Save vs 10 or subtract 1 from all attacks as they suffer unbearable itchiness. Water will wash these bristles off.
8: Red Cryer (STR 2, DEX 6, WIL 2, 1HP)
This centipede's bite would do no harm to anything bigger than the insects it feeds on, but when scared it cries out with an ear-splitting noise. Those hearing it nearby must pass a STR Save vs 10 or subtract 2 from any rolls that are not aiming to silence the racket.
9: Drolonid (STR 4, DEX 10, WIL 8, 2HP)
Three feet long, faintly orange and has an unusual fly-like proboscis in place of mandibles, so cannot bite. Will drip corrosive onto anyone passing below for 2d6 damage. Anyone killed will this will be slurped up by the Drolonid when the coast is clear.
10: Juanan Pitpede (STR 13, DEX 8, WIL 3, 13HP)
Bred for competitive fighting, can grow up to five feet in length and extremely bulky.
11: Ulmer's Stinkbug (STR 5, DEX 4, WIL 2, 2HP)
Six inches long. Releases stench when in danger. WIL Save vs 20 to avoid choking loudly and vomiting. Bite is harmless.
12: Gulleater (STR 6, DEX 8, WIL 4, 3HP)
Bite causes 1d6-1 damage. On a Critical Hit poison causes 1d6 DEX loss.
13: Farfan's Cleaner Centipede (STR 2, DEX 4, WIL 2, 1HP)
Six inches long, silver and red in colour. Harmless but will head for metal items and eat any rusted parts, somehow repairing the metal as it moves by.
14: Houndbane Centipede (STR 7, DEX 10, WIL 6, 3HP)
Smooth, black shell and two feet long. On a Critical Hit lose 1d6 WIL.
15: Greater Frilled Longbug (STR 4, DEX 8, WIL 6, 2HP)
An unusually brightly coloured two-foot centipede. On a Critical Hit lose 1d6 STR. Very cowardly when not fighting its own kind.
16: Nostril Centipede (STR 2, DEX 8, WIL 2, 1HP)
A few inches long. Seeks the nostrils of sleeping passers-by and enters without waking (unless the sleeper passes an INT Save vs 25) to lay its eggs. A month later the babies fall out of the nose, causing 1d6 WIL loss.
17: Sandtrap Biter (STR 8, DEX 6, WIL 4, 4HP)
Three feet long. Lies in wait under the sand of beaches to snatch prey. On a Critical Hit the target is pulled down into the centipede's pit, where others may wait.
18: Iplenx (STR 20, DEX 6, WIL 12, 20HP)
Purely mythological. Some ten feet long and taller than a man. Can open its eyes to release a beam of light on a target for 2d6 damage.
19: Carverbug (STR 2, DEX 4, WIL 8, 1HP)
A few inches long, thought to be transformed victims of a sorcerer. They are able to leave a trail of an ink-like substance and have known to communicate intelligently this way, particularly in giving directions underground.
20: Spinerester Centipede (STR 5, DEX 8, WIL 8, 2HP)
One foot long and sickly yellow. Will crawl onto a sleeping victim's back and bite the back of their neck (unless the sleeper passes a DEX Save vs 20). From here they cannot be removed without injecting a long needle-like protrusion into the victim for 3d6 damage, also doing this if they are damaged. While attached they feed off the victim's blood, reducing all Ability Scores by 1 as long as they are attached.
21: Scorpion-eating Centipede (STR 7, DEX 8, WIL 4, 3HP)
Two feet long, red and slightly velvety to the touch. Bites for 1d6 damage or 1d6+2 against Scorpions.

Thursday, 14 April 2011

The Big Bug Hunt

The Big Bug Hunt
A Big Action Heroes Scenario

Want to try out Big Action Heroes but running low on planning time? Just show up to the table with this and let random tables plan out a bug hunt for your space-victims!



The Group may be hardened marines, tough survivors or greedy mercenaries, but either way they're on an alien-infested ship and have an objective to fulfil. What objective you say? Roll.

Objective
1: Find and kill the Queen. She will be in the [3d6]th room the group enters and has the stats of a Hulk, but her Scream is upgraded to a 1d6+1 attack and she will be protected by 4 Clawbugs. When this is done return to your point of entry without getting killed.
2: Incinerate the Nest. The first batch of Alien Eggs you find will in fact be a huge nest. One of the players gets a Flamethrower for free (see the gear index) and must use it to torch the eggs. When this has happened return to the point of entry without dying, but any groups of aliens you meet on the way will have an extra 1d6 Clawbugs.
3: Survive. If the group can survive encounters with 2d6 groups of aliens help will arrive to rescue them.
4: Escape. Get to the exit. This will be in the [3d6]th room the group enter.
5: Clean Out. When the group has killed 6d6 Aliens the ship infestation has been cleared.
6: Self Destruct. When the group finds a Control Room they may trigger the ship's self-destruct sequence. As long as they can get back to their point of entry in time they will escape the ship, leaving the aliens to a fiery death.


Want to give the group a better chance? Give them some Mechanised Armour (see Gear Index) for an added level of power. To compensate for this have every alien encounter contain an extra 1d6 Clawbugs.

Every time the group passes through a door roll to see what the room is, its description and how many exits it has. When entering a room roll 1d6. If this is a 1 roll up a bug encounter, if it is a 6 roll up a non-hostile encounter.


Aliens are sneaky and won't be just waiting around for the group to find them. Roll a die occasionally when the group are exploring. On a 1 roll up a Bug encounter immediately to pounce upon them.


Room
1: Junction.
2: Vehicle Bay.
3: Lab.
4: Living Quarters.
5: Control Room.
6: Corridor.

Description
1: Pitch Black
2: Slimed
3: Functional
4: Ravaged
5: Smoking
6: Untouched

Exits
1: Dead End.
2: 1 Blocked.
3: 1 Free.
4: 1 Free, 1 Blocked.
5: 2 Free.
6: 2 Free, 1 Blocked.

Non-Hostiles
1: Crippled Survivor.
2: Sane and Armed Survivor.
3: Alien Eggs.
4: Corpse Pile.
5: Mad Survivor.
6: Dead Spitter.

Hostile
1: 6 Clawbugs
2: 1 Stalker
3: 3 Clawbugs, 1 Spitter
4: 3 Spitters
5: 1 Wounded Clawbug
6: 1 Hulk


Alien Clawbug
Stress Limit: 2
Feat Dice: Athletics 4, Other 2
Class Actions
Scurry: Move a short distance. You have 1 defence.
Pounce: Move a short distance and make a 1d6 melee attack.
Shred: Make three 1d6 melee attacks.
Bonus Powers
Death Splat: If you are killed in melee your killer takes 1 Stress.

Alien Spitter
Stress Limit: 5
Feat Dice: Athletics 3, Bulk 3, Other 1
Class Actions
Scurry: Move a short distance. You have 1 defence.
Spit: Make two 1d6 short ranged attacks against a single target. Alternatively, one of these attacks can be used to dissolve a piece of cover.
Spray: Make three 1d6 ranged attacks at one target within close range. Alternatively, one of these attacks can be used to dissolve a piece of cover.
Bonus Powers
Death Splat: If you are killed in melee your killer takes 2 Stress.

Alien Stalker
Stress Limit: 10
Feat Dice: Stealth 8, Athletics 6, Other 1
Class Actions
Stalk: Move a short distance. You have 3 defence.
Hunt: Move a short distance and make a 2d6 melee attack. Make this a 3d6 melee attack if you Stalked on your last round.
Bonus Powers
Death Splat: If you are killed in melee your killer takes 1 Stress.

Alien Hulk
Stress Limit: 20
Gear: Armour Plating
Feat Dice: Brawn 8, Athletics 4, Other 1
Class Actions
Slam: Move a short distance and make a 2d6 melee attack.
Scythe: Make three 2d6 melee attacks.
Scream: Make 1d6-1 Ranged attacks against all enemies in Short Range, ignoring Defence.
Bonus Powers
Death Splat: If you are killed in melee your killer takes 1d6 Stress.

Armour Plating (Armour)Add a bonus of 2 to your defence against all attacks and ignore any attacks that would cause less than 2 Stress.