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- **Name:** Singing Flesh
- **Purpose:** Boss
- **Nature:** A beast driven by it's orders, which is to kill and consume everyone it sees. It cannot speak or be reasoned with and it will not falter in it's mission.
- **Description/History:**A creature that resembles a white piece of flesh with a thin neck. It's face has black empty eye sockets and a mouth filled with razor sharp teeth. It's flesh is malleable, allowing it to fit through small areas, however while it is digesting it cannot fit into these places. It's about the size of a person, and it's jaw can unhinge to swallow things whole. Once it has swallowed something, it takes an hour to digest.
- **Other:** It has no great physical strength and relies on trickery to catch it's prey. It's more tried and true method of staying undetected is it's "song". It can produce a noise that resembles a garbled tune that alters the way the mind perceives things. As long as it sings it's song, no one can register it or it's presence. If you have seen it, your memory of it fades to nothing. When it feeds, it must stop it's song for a short time to devour it's prey. Once it has it's prey and starts it's song back up, it's singing is frantic and is easier to resist. This could mean anything from not being effected until it's song starts back up in full force, to being able to remember details you normally wouldn't due to it's effects. Once it has devoured enough prey, it may grow more heads, increasing in strength. By the time the players arrive, it is close to gaining a second head. It the players allow it to eat 3 people while they're there, it's song will stop as it grows a new head. It will make a screaming sound while it does, informing the players of it's whereabouts. This is a method to keep the run from dragging too long, at the cost of having to fight a stronger monster than if they had found it before.
- Weapons: Bite: 1d6
- +++++ Health
- * **Physical Health:** 15
- * **Mental Health:** 10
- * Strength: 2
- * **Athletics**
- * **Melee**
- * Ranged (heavy)
- * Toughness: 2
- * **Resilience**
- * Determination
- * Antipsychic
- * Speed:
- * Acrobatics
- * Stealth
- * Ranged
- * Charm:
- * Persuasion
- * Bluff
- * Intimidation
- * Intelligence: 2
- * Perception
- * Insight
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- *Silent Song: As long as the Singing Flesh Sings, it cannot be seen or observed. Nor can you remember it or it's victims. Players must make a MDEF roll as soon as they enter the site. Anyone who rolls over a 5 feels a sense of wrongness but soon become accustomed to it's song and the feeling goes away. Once it has consumed someone and starts singing again, the players must make another MDEF roll. Depending on how they roll, they remember or don't remember certain things if they were observing the Singing Flesh feed.
- (Change MDEF Values to party. Change 6 to whatever the average MDEF of the party is)
- <0: They forget all about the Singing Flesh and it's victim
- 1: They remember someone was standing in front of them but can't remember who they were or where they went
- 2: They remember who they were talking to, but can't remember what happened to them
- 3: They remember who they were talking to and remember that they were attacked, but can't remember what attacked them
- 4: They remember the event perfectly
- 5: They remember perfectly and are able to perceive the Singing Flesh until it's song reaches it's climax again.
- Consume: The Singing Flesh makes a contested MEL roll against it's target to swallow them whole. A swallowed target is unable to fight back. It will never use this ability against PCs
- **Engagement Style:** It jumps out of hiding once it stops it's song and attempts to consume it's prey. Once it's prey is consumed it starts it's song again and retreats. If cornered, it will lash out and fight to it's last breath.
- **Name:** Wall Stalker
- **Purpose:** Boss
- **Nature:** It is a Homunculus with animalist instincts, coupled with knowledge of stealth tactics
- **Description/History:** all Stalkers are human shaped lumps of fresh with four spider like limbs made of bone coming out of it's back. The spider legs have hooks at the end that let them attach to walls.
- **Other:** Any other information someone might need.
- Weapons: Impale: 1d6
- +++++ Health
- * **Physical Health:** 15
- * **Mental Health:** 10
- * Strength: 2
- * Athletics
- * **Melee**
- * Ranged (heavy)
- * Toughness: 3
- * Resilience
- * **Determination**
- * **Antipsychic**
- * Speed: 2
- * **Acrobatics**
- * **Stealth**
- * Ranged
- * Charm:
- * Persuasion
- * Bluff
- * Intimidation
- * Intelligence: 2
- * **Perception**
- * Insight
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- **Hoist: Whenever a Wall Stalker makes an attack using it's spider limbs, it attempts to dig it's hook into the target and lift them up. Upon a successful hit the target must make a contested AGI check to avoid being hoisted. If a target is hoisted they cannot make AGI checks in response to attacks from the Wall Stalker or move away from it. In addition, they gain a -2 penalty to RNG and a +2 Bonus to MEL to hit the Wall Stalker. On their turn, a Hoisted target can make an AGI or STR check to escape from it's grasp with a DC of 4. A Wall Stalker cannot only Hoist up to 2 people at once, and if it does, it becomes unable to attack.
- *Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents. Wall Stalkers have an exception to this in it's Spider Legs.
- **Engagement Style:** Wall Stalkers prefer to use their limbs to suspend themselves on ceilings and drop down from above to get a surprise attack. It attacks using it's two spider arms to try and Hoist opponents. When it has a target Hoisted, it will tend to ignore it and assault the others unless the Hoisted target attacks it.
- **Name:** Changeling
- **Purpose:** Minion
- **Nature:** Changelings are intelligent, and wait for the perfect moment to come out of hiding and attack. They attempt to perfectly mimic whoever they're copying.
- **Description/History:** Changelings have no distinct form and merely adopt the form of people it sees
- **Other:** Any other information someone might need.
- Weapons: Tongue Strike: 1d4
- +++++ Health
- * **Physical Health:** 5
- * **Mental Health:** 5
- * Strength: 2
- * Athletics
- * **Melee**
- * Ranged (heavy)
- * Toughness: 1
- * Resilience
- * Determination
- * Antipsychic
- * Speed: 2
- * **Acrobatics**
- * Stealth
- * **Ranged**
- * Charm: 2
- * Persuasion
- * **Bluff**
- * Intimidation
- * Intelligence: 3
- * Perception
- * Insight
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- **Shape-change: Changelings can emulate other's forms and their mannerisms. Anyone familiar with the person could identify them as a fake however.
- *Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents. Changelingstake this a step further by being able to extend it's limbs to attack from a distance.
- *Hidden In Plain Sight: When a Changeling attacks after being seen as harmless, it's target must make a DC 5 perception check to notice it, otherwise the Changeling has a +1 bonus to that attack. This skill does not trigger if the Changelingwas being actively observed.
- **Engagement Style:** Changelings hide in plain sight and wait for an opportune moment to attack, after which it proceeds to fight to the death with no concern for it's safety.
- **Name:** Flesh Hound
- **Purpose:** Cannon Fodder
- **Nature:** Bestial, no thoughts other than following orders and killing it's prey.
- **Description/History:** Flesh formed into the shape of a dog, roughly the size of a fully grown Husky. It has sharp teeth molded into it's mouth.
- Weapons: Bite: 1d3
- +++++ Health
- * **Physical Health:** 4
- * **Mental Health:** 4
- * Strength: 2
- * **Athletics**
- * Melee
- * Ranged (heavy)
- * Toughness: 2
- * Resilience
- * Determination
- * Antipsychic
- * Speed: 3
- * Acrobatics
- * Stealth
- * Ranged
- * Charm:
- * Persuasion
- * Bluff
- * Intimidation
- * Intelligence:
- * **Perception**
- * Insight
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- **Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents.
- *Pack Tactics: Flesh Hounds gain a +1 bonus to Melee and Resilience for every other Homunculus nearby, not counting itself. This counts Homunculi that are not engaged in combat as well.
- **Engagement Style:** Flesh Hounds fight in packs and gang up on targets.
- **Name:** Drill Integrator
- **Purpose:** Boss
- **Nature:** The Integrator follows it's orders to fight the agents
- **Description/History:** A larger, meatier version of a Changeling in a jumpsuit with a mining mask over his mouth and a large drill in the place of his left hand. It also has a generator strapped to it's back.
- **Other:**
- Weapons: Drill: 1d6
- Powered Drill: 1d6+1
- +++++ Health
- * **Physical Health:** 15
- * **Mental Health:** 15
- * Strength: 2
- * **Athletics**
- * **Melee**
- * Ranged (heavy)
- * Toughness: 2
- * **Resilience**
- * Determination
- * Antipsychic
- * Speed: 1
- * **Acrobatics**
- * Stealth
- * Ranged
- * Charm:
- * Persuasion
- * Bluff
- * Intimidation
- * Intelligence:
- * **Perception**
- * Insight
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- **Overcharge: The Drill Integrator can utilize the energy stored in the generator on it's back to charge itself up. The Integrator can take a turn to Overcharge and when it does, it gains a +3 bonus to Acrobatics and Athletics and all damage taken is halved for 1d4 turns. After the 1d4 rounds of Overcharge he enters into a Cooldown State for half of the Overcharge rounds. During Cooldown, the Integrator loses all it's Acrobatics and takes double damage. It can only use this ability twice per fight.
- *Shred: During Overcharge, The Drill Integrator causes a -1 Penalty to PDEF to anyone it hits. This penalty does not stack, and is removed once Cooldown is over
- *Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents.
- **Engagement Style:** It attacks wildly, picking targets at random by default and will not stop attacking until it dies or it is ordered to stop. After 1 turns, it activates Overcharge. After the Cooldown is over, it will use Overcharge again after 1 more turn.
- **Name:** Cyclops
- **Purpose:** Boss
- **Nature:** The Cyclops is made to attack anything in sight that it perceives as a threat, but is very easy to lead, attacking whoever attacked it last
- **Description/History:** A hulking mass of flesh with bulging muscles. It has one, piercing eye that locks onto whoever attacked him last
- **Other:** The Cyclops can make an attack each turn alongside Titan's Grasp
- Weapons:
- Smash: 1d8
- Shatter: 1d6+4
- Throw: 1d4
- +++++ Health
- * **Physical Health:** 18
- * **Mental Health:** 15
- * Strength: 3
- * **Athletics**
- * **Melee**
- * Ranged (heavy)
- * Toughness: 2
- * **Resilience**
- * Determination
- * Antipsychic
- * Speed:
- * Acrobatics
- * Stealth
- * Ranged
- * Charm:
- * Persuasion
- * Bluff
- * Intimidation
- * Intelligence:
- * Perception
- * Insight
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- **Titan's Grasp: The Cyclops can make an attack roll against Acrobatics against a target. If the attack succeeds, The Cyclops grabs the target. The target must then make an Athletics check on their next turn to break out. DC5. If you do not break out, the Cyclops throws you as a ranged attack on it's next turn at a teammate. If the throw misses, the thrown agent takes 1 point of damage. If the attack hits, the thrown agent takes damage equal to the amount taken by the person they hit.
- *Gorgon's Gaze: At the start of each of it's turns, The Cyclops locks it's gaze onto the last person that attacked it. On it's turn, it fires off it's Gorgon's Gaze, freezing the target in place. This lasts until the targets next turn if the Gaze is shifted. A Frozen target is unable to use Acrobatics to dodge attacks, or preform any other action that requires movement. To shift the Gaze, you must deal 2 damage to The Cyclops before it uses Shatter. Once the Gaze is shifted, it cannot be used again for 1d2 rounds.
- *Shatter: If Titan's Grasp is used on a Frozen target, The Cyclops can crush the target in their hand on their next turn instead of throwing them. This is a melee attack made at with a +4 Bonus to damage if it hits.
- *Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents.
- **Engagement Style:** It runs solely on Aggro, attacking the person who attacked it last and focusing on them until the gaze is shifted
- **Name:** Porcupine
- **Purpose:** Boss
- **Nature:** The Porcupine is very bestial, attacking anything that threatens it or it's ordered to.
- **Description/History:** A large fleshly beast made of white flesh that has long quills sticking out of it's back. It's skin seems shiny at a glance, almost like there's a film of rubber over it
- **Other:** Any other information someone might need.
- +++++ Health
- * **Physical Health:** 15
- * **Mental Health:** 15
- * Strength: 1
- * Athletics
- * **Melee**
- * Ranged (heavy)
- * Toughness: 2
- * **Resilience**
- * Determination
- * Antipsychic
- * Speed: 2
- * **Acrobatics**
- * Stealth
- * **Ranged**
- * Charm:
- * Persuasion
- * Bluff
- * Intimidation
- * Intelligence: 1
- * **Perception**
- * Insight
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- *Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents.
- *Rubber Skin: The Porcupine has strange rubber like skin that allows it to protect itself from ranged attacks and deflect them back. Whenever a Porcupine successfully defends against Ranged Attack with Resilience it stores the bullets inside it's skin. On it's next turn it shoots the bullets back at the shooter with their same ranged modifier, although the damage is reduced to a d4.
- **Attacks**
- *Quill Shot: 1d4
- *Claw Slash: 1d4
- **Engagement Style:** The Porcupine attacks it's prey by shooting it's quills out at them and reflecting any shots that dont penetrate it's tough rubber hide
- **Name:** Bianchi The Singer Of The Silent Song
- **Purpose:** Artist(Infiltration and Subterfuge)
- **Nature:** A nice girl who seems to treat everyone as a friend.
- **Description/History:** A brief summary of its past activities and physical appearance.
- **Other:** Any other information someone might need.
- +++++ Health
- * **Physical Health:** 15
- * **Mental Health:** 15
- * Strength: 0
- * Athletics
- * Melee
- * Ranged (heavy)
- * Toughness: 0
- * Resilience
- * Determination
- * Antipsychic
- * Speed: 3
- * **Acrobatics**
- * **Stealth**
- * **Ranged**
- * Charm: 3
- * Persuasion
- * *Bluff*
- * Intimidation
- * Intelligence: 3
- * **Perception**
- * **Insight**
- * Logic
- * Education: 3
- * Science
- * Engineering
- * History
- * Survival
- * **Medicine**
- **Skills:**
- *Silent Song (The Girl With The Empty House): Bianchi is capable of using the Silent Song Ability of the Singing Flesh with a few changes. She is able to attack while singing, giving the players an opposed Perception check against her Stealth with a -2 Penalty to her Stealth score. Any physical contact gives a DC5 Perception check to notice. Any attempt to notice her without her attacking gives her a +2 to Stealth.
- **Attacks**
- *Pistol: 1d6
- **Engagement Style:** Hit and Run Tactics
- **Name:** Russo The Electric Bruiser
- **Purpose:** Artist(Bruiser)
- **Nature:** A prickly man who insults everyone.
- **Description/History:** A brief summary of its past activities and physical appearance.
- **Other:** Any other information someone might need.
- +++++ Health
- * **Physical Health:** 30
- * **Mental Health:** 30
- * Strength: 3
- * **Athletics**
- * **Melee**
- * Ranged (heavy)
- * Toughness: 3
- * **Resilience**
- * Determination
- * Antipsychic
- * Speed: 3
- * Acrobatics
- * Stealth
- * Ranged
- * Charm:
- * Persuasion
- * Bluff
- * Intimidation
- * Intelligence: 3
- * **Perception**
- * **Insight**
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- *Overcharge (The Man With The Broken Heart): Russo is capable of using the Overcharge ability of the Drill Integrator, with no duration.
- **Attacks**
- *Pistol: 1d6
- **Engagement Style:** Hit and Run Tactics
- **Name:** Flittermouse
- **Purpose:** Goon
- **Nature:** How it is, which is shown in how it acts.
- **Description/History:** A brief summary of its past activities and physical appearance.
- **Other:** Any other information someone might need.
- +++++ Health
- * **Physical Health:** 15
- * **Mental Health:** 15
- * Strength: 2
- * **Athletics**
- * Melee
- * Ranged (heavy)
- * Toughness: 1
- * **Resilience**
- * Determination
- * Antipsychic
- * Speed: 3
- * **Acrobatics**
- * **Stealth**
- * Ranged
- * Charm: 2
- * **Persuasion**
- * **Bluff**
- * Intimidation
- * Intelligence: 3
- * **Perception**
- * Insight
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- *Red Wine: Whenever a Flittermouse deals damage to an enemy, it gives them a stack of Muddled as they drain their blood. 1 Stack of Muddled incurs a -1 INT Penalty. 2 Stacks incurs -2 INT and -1 STR. A third stack increases the amount of time needed for Muddled to wear off.
- **Attacks**
- *Jagged Fang: 1d6
- *Half the Damage Dealt By Jagged Fang is restored to The Flittermouse as PHP
- **Engagement Style:** How it fights or interacts.
- **Name:** DeLuca: The Gorgonous Artist
- **Purpose:** Artist
- **Nature:** Dramatic, almost Announcerlike, revels in pain of others for sport
- **Description/History:** long black hair, ringmaster outfit
- **Other:** Any other information someone might need.
- +++++ Health
- * **Physical Health:** 13
- * **Mental Health:** 13
- * Strength: 2
- * Athletics
- * **Melee**
- * Ranged (heavy)
- * Toughness: 1
- * **Resilience**
- * Determination
- * Antipsychic
- * Speed: 3
- * **Acrobatics**
- * Stealth
- * Ranged
- * Charm: 2
- * **Persuasion**
- * **Bluff**
- * Intimidation
- * Intelligence: 3
- * **Perception**
- * Insight
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- *Gorgon's Gaze: At the start of each of it's turns, The Cyclops locks it's gaze onto the last person that attacked it. On it's turn, it fires off it's Gorgon's Gaze, freezing the target in place. This lasts until the targets next turn if the Gaze is shifted. A Frozen target is unable to use Acrobatics to dodge attacks, or preform any other action that requires movement. To shift the Gaze, you must deal 2 damage to The Cyclops before it uses Shatter. Once the Gaze is shifted, it cannot be used again for 1d2 rounds.
- **Attacks**
- *Stun Baton: 1d4
- **Engagement Style:** How it fights or interacts.
- **Name:** Rasputin
- **Purpose:** Boss
- **Nature:** The Integrator follows it's orders to fight the agents
- **Description/History:** A larger changeling standing in at 8 feet tall with a set of speakers in it's shoulders and a fake beard.
- **Other:**
- Weapons: Funk: 1d6
- Punishment Time: 1d6+1
- +++++ Health
- * **Physical Health:** 30
- * **Mental Health:** 30
- * Strength: 2
- * **Athletics**
- * **Melee**
- * Ranged (heavy)
- * Toughness: 1
- * **Resilience**
- * Determination
- * Antipsychic
- * Speed: 2
- * **Acrobatics**
- * Stealth
- * Ranged
- * Charm:
- * Persuasion
- * Bluff
- * Intimidation
- * Intelligence:
- * **Perception**
- * Insight
- * Logic
- * Education:
- * Science
- * Engineering
- * History
- * Survival
- * Medicine
- **Skills:**
- **Drop The Bass: Every turn Rasputin starts it's turn, it rolls a d6. Each number triggers a different effect from the list
- 1:One Random Ally is forced to spend their turn dancing
- 2:Everyone on the field gains -2 Acrobatics
- 3:Everyone on the field is affected by a healing dice
- 4:Everyone on the field must make a defense roll to cover their ears or take 1d4 Damage. DC4
- 5:Everyone on the field gains +2 Acrobatics
- 6:One Random Enemy is forced to spend their turn dancing
- *Punishment Time: Anyone who does not speak in Rhyme and sing while in the Radius of Effect they take 1 damage. If they are engaged in combat with it, they immediately become targeted and suffer it's Punishment Time at a +1 Bonus to Melee
- *Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents.
- **Engagement Style:**
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