This week, I'm also going to post the stat blocks for the creatures detailed over the past month, since I did receive an inquiry about these. As these game statistics are based on OpenD6, they will fall within the OGL, so please feel free to use them in your home game. If you would like to republish them, please contact me first - I don't have any objections to this, but I would like to know where and how the content I've generated in the past is going to be applied.
Please enjoy the following details, as we take a break from our usual, fluff-heavy episode format. We'll be back in the usual style next week, where we're going to start a series on the most prominent organizations and secret societies to be found in the world of AEthrem. This will carry us through the end of the year, when we'll start preparing for the launch of the core book in 2016!
Search – Tracking 10D
Strength Damage 2D
Dragging Grapple – Moon wolves’ preferred method of attack is to latch on to a target with their vice-like jaws, then drag them away from their allies at a full run. Treat this as a grappling Brawling attack. The wolf may move as normal during this grapple, but her full Move is reduced by a number of meters equal to the total rolled by her target in her last attempt to escape the grapple. Two or more wolves may participate in a single grapple, negating five meters of this Move penalty for every wolf after the first – each participant must succeed at their own Brawling check. This grapple inflicts Strength Damage +2D (for a total of 4D) due to the wolves’ fangs and objects being struck by the victim as they are drug through the wilderness. For each additional wolf participating in a grapple, add +1D to its Damage.
Hypnotic Stare – The silver eyes of a moon wolf have a captivating effect on other creatures, an ability usually employed by a pack’s spotter. To initiate a hypnotic stare, a moon wolf makes an Intimidation check, and all creatures looking in its direction must make a Willpower check at a difficulty equal to the result of this Intimidation check. Any creature that does not succeed in this check is unable to do anything but stare at the wolf for a full round. At the start of every round, those enthralled by this ability may attempt another Willpower check against the original Intimidation check result to act normally. This effect ends automatically if those captivated or their comrades are attacked.
Strength Damage 4D
Chitinous Body – Armor Value +1D (The creature’s tentacles do not benefit from this armor, but injuring a tentacle does not affect the creature as a whole – a Wounded or worse result against a tentacle instead disables that limb for several days.)
Large Size – Scale 18
Mandible Bite – After pulling prey in with its tentacles (see the Tentacle Grappling ability, below), the pagren holds it in one of its two large pincers biting it into smaller pieces with its huge mandibles to feed. Each pincer can hold only one human-sized victim, but the creature may bite at both in the same round. Treat this as a grappling Brawling attack, causing Damage +1D (for a total of 5D) every round. If a victim reaches Incapacitated or worse, the pagren consumes them whole the following round.
Tentacle Grappling – The pagren uses its eight tentacles to grab prey to bring to its mandibles, often grasping several creatures at once. Treat this as a grappling Brawling attack, inflicting the pagren’s base Strength Damage (4D) only. If a victim is unable to break free on the round immediately after a successful grapple in this way, the pagren transfers her to one of the claws around its mandibles (see the Mandible Bite ability, above) if there is one available. If not, it will continue grappling and inflicting its base Strength Damage until claws becomes available.
Smashing Strike – Against opponents (or vessels) larger than Scale 8, a pagren will attack first by flailing its tentacles about like titanic clubs in an attempt to render its foe unconscious or break vessels into smaller pieces. This is a normal Brawling attack, causing Damage +3D (7D total).
Water Jets – Each of a pagren’s tentacles can fire a pressurized jet of water from its tip as a Throwing attack, with a Range of 3-10/20/30. Anything hit by one of these blasts suffers 3D Damage (modified by scale as normal), and may not use any Armor Value in its damage resistance check. The target may not suffer any Wound Level worse than Stunned from this attack. Instead, for every five result points (rounding up) on this damage check, the target is knocked back one meter away from the firing tentacle. After firing, a tentacle must take an action while immersed in water to refill its internal reservoir.
Throwing – Webbing 4D
Strength Damage 2D
Addictive Venom – The venom of a rictus spider is paralytic and causes a sense of euphoria for higher lifeforms. After being bitten (see the Biting Attack ability, below) the victim must succeed at a Very Hard (25) Stamina check or suffer a -2D penalty on all actions for the remainder of the scene from this effect. This experience is highly addictive, and any creature that has not resisted the spider’s venom after a bite must make Moderate (15) Willpower check one week after the effect wears off. They receive a -1 penalty on this check for every previous dose of venom (one per bite) they have received, and those that fail immediately seek out the spider (or another, if it is unavailable). Those that succeed at this check have resisted their addiction for now, but must attempt the same check after every week – if they succeed for three consecutive weeks, they no longer experience this effect (until bitten again).
Armored Carapace – Armor Value +1D
Biting Attack – Rictus spiders have tiny fangs that they use to inject their venom and leave their prey helpless (the spiders hold prey captive in a web and consume them after death). A bite from these fangs is a Brawling attack, causing Damage +2 (2D+2 total). If the victim suffers a Stunned Wound Level or worse from this attack, they receive a dose of the spider’s venom (see the Addictive Venom ability, above).
Ensnaring Web – Creatures moving into the web of a rictus spider are held fast by its natural adhesiveness. They may attempt to break free with an action by making a Lifting check at a Moderate (15) difficulty. Rictus spiders usually conceal their webs with local plants and debris (using their Concealment skill) to disguise them so that prey wander into a web unaware of its presence. The spiders may also aim their webbing at a target with a Throwing attack. Webbing causes no damage itself, and has a Range of 3-5/10/15. On a successful attack, the target is bound to the ground or a nearby object by a glob of webbing, requiring the usual Lifting check to break free.
Large Size – Scale 3
Throwing – Spit 4D
Strength Damage 3D
Move 10 (Crawling) / 15 (Swimming)
Acidic Spit – As it approaches prey or any threat, a spitting crocodile will first attack with its acidic spittle. This is a Throwing attack with a Range of 3-5/10/15. On a successful strike, the target immediately suffers 4D damage, and additional damage at the start of the following two subsequent rounds. If a complication occurs on the first damage resistance check against an acidic spit attack, the target has temporarily blinded – vision will return about 24 hours after flushing her eyes with clean water. A spitting crocodile only has enough reserves of acid for six of these attacks without resting for several hours.
Biting Grab – Spitting crocodiles close in on their prey for the kill, snaring them in powerful jaws. This is a grappling Brawling attack, inflicting Damage +2D (5D total). Once its prey has been grappled, the crocodile will try to pull it underwater and drown it as quickly as possible.
Scaly Hide – Armor Value +2
Venture! Thrilling Adventures in the World of AEthrem and its associated characters are the property of Weird Science Games, LLC, Copyright 2015.
West End Games, OpenD6, and The D6 system are trademarks and properties of Purgatory Publishing Inc.