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Common enemies
Topic Started: Jun 20 2011, 04:11 AM (94 Views)
Lord Rogue
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Game Master
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Zombie

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Description: Zombies are human beings harmfully mutated by the Paranormal Mutation Strain (PMS Virus) who did not have the good fortune to die. Biological process are extremely altered with Zombies, with higher brain function reduced to a minimum, and an increased activity in hormonal glands such as the pituitary gland and the adjoined hypothalamus. As a result they are bestial in nature and cannot be bargained or conversed with. Zombies work in small packs and are mainly busy either eating, sleeping or attempting to reproduce.

Fortitude: 2-6. Zombies generally have poor constitution.

Weapons: Unarmed, skill 1-3. Zombies attack with their arms and generally try to reach a biting position on their targets. This makes a single successful attack seldom deadly, although it can hurt as hell. repeated attacks are likely to bring down the victim which would result in the zombies piling on the victim, eating the victim to death.

Defenses: Fortitude/3. Zombies can utilize 1/3 of their total fortitude to reduce an enemy's successful attack chance. They wear no armor nor use any cover or tactic to increase their defense.

Additional info: Zombie attacks are not deadly by themselves. Instead, each successful attack reduces the character's total Fortitude by a value equal to the zombie's own fortitude divided by 2 (so 1-3) until the end of combat. When the character's fortitude is down to 0, the character is dropped on the ground and any zombie in attack range will automatically try to jump her. a zombie's successful attack to a downed character will result in her death. Zombie bites have 5% chance of infecting the character with PMS Virus, requiring immediate medical intervention.

Sub Classes: Grunts are zombies with an increased fortitude, who pose a greater risk when they attack. Grunts also have two hit points. Wights are second-generation zombies. They are smaller and faster than their elders and have a higher unarmed skill and a higher chance to infect targets with PMS Virus, although their lesser fortitude makes them easier to deal with.


Plaguebearer

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Description: Plaguebearer Zombies are living conduits of the PMS Virus. They are far more intelligent and in better shape than simple zombies, can hurl viral spittle to a distance of five yards and have a very high chance of infecting their target with PMS upon landing a successful melee attack.

Fortitude: 4-12. Plaguebearers benefit from a good constitution. They also have 2 hit points

Weapons: Unarmed, skill 3-6. The Plaguebearer's main attack is the same as a standard zombie, although their better health makes them deadlier in it.
Spittle Virus 1-3. Plaguebearers can spit a wad of virus-infected spit at their targets from up to five yards. A successful attack deals no damage but has a 35% chance to infect the target with PMS Virus

Defenses: Fortitude/2. Plaguebearers can utilize 1/2 of their total fortitude to reduce an enemy's successful attack chance. They wear no armor nor use any cover or tactic to increase their defense.

Additional info: Like zombies, Plaguebearer attacks are not deadly by themselves. Instead, each successful attack reduces the character's total Fortitude by a value equal to the attacker's own fortitude divided by 2 (so 2-6) until the end of combat. When the character's fortitude is down to 0, the character is dropped on the ground and any zombie in attack range will automatically try to jump her. a successful attack to a downed character will result in her death. Plaguebearer bites have 25% chance of infecting the character with PMS Virus, requiring immediate medical intervention.

Sub Classes: Evil Zombine are high-level Plaguebearers with an increased lethality. They have better attack skills and an extra hit point. Lurkers are Evil Zombines from the crypt - they lurk in darkness and wait to ambush the unsuspecting victim. They get a massive bonus to hit if they manage to ambush, otherwise they're just like Evil Zombines.



Horror

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Description: The only good thing that can be said about Horrors are that they are rare, and thank god for that. Horrors can't really be counted as zombies as their mutation did very little harm to them (although it did plenty harm to others). Retaining near complete high-brain functions, Horrors seem to be stripped of anything that can be called morality. They're not just evil. They're tricky. They'll side with someone only to stab them in the back at the first chance. They'll keep their victims alive for days, even weeks, just to torture them endlessly. Horrors are drastically mutated, sporting all kinds of physical morphs, including, as seen above, wings and tails (though as far as we know, they cannot use those yet). Beyond physical strength and their ability to use weapons they can rely on powerful ESP talents which makes them dangerous enemies in any and all situations, even when hogtied...

Fortitude: 15. Horrors are exceptionally powerful, without exception.

Weapons: Assault Rifles, skill 3-8. Although they can use all manner of tools they seem to have a preference for Assault Rifles, which they use with disturbing efficiency.
ESP, skill 3-8, Crush Life/Dominate/Charm/Panic/Cause Pain. Horrors have varying degrees of ESP powers and can have any combination of said ESP powers. They prefer to use simple, unadulterated violence to get their needs but when in danger will not hesitate to pull those skills on your characters.
Unarmed, 5. Horrors being as strong as they are, can easily crush the life out of a character with a single punch. They don't often do it, as they prefer rifles and ESP powers but... well... when necessity calls.

Defenses: Fortitude/3. Horrors are very powerful an can resist a significant amount of punishment. They may occasionally wear light armors as well. Horrors will sometimes utilize tactical advantages, cover and other defensive bonuses, but may often count on their raw power to bring down their enemies before they can harm the Horror.

Additional info: Horrors are not necessarily hostile but they do not take kindly to refusal. If you try to work with them, remember that they are evil in nature and would require your characters to be "worth it" by being "entertaining"... meaning to inflict harm upon others.

Sub Classes: Horrors are bad enough as they are.




Desert Raider

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Description: The parts of the wasteland south of Tel-Aviv are infested with these desert dwellers. Palestinians by ethnicity, they hail from the Gaza strip and are thus people hardened by decades of constant war with Israel. They are tough as old leather and nasty as camels. They are raiders, robbers, bandits, marauders. Cooperation with them is unlikely.

Fortitude: 5-10. The tough desert environment breeds people as lean and strong as a whip.

Weapons: Assault Rifles 3-8. The AK being the most common weapon of a Palestinian militant, the Desert Raiders prefer it to other assault rifles, and assault rifles to other weapons. They get a +1 bonus to skill when using an AK-74 rather than an M4 Carbine or IWI Tavor.
Rifles 2-6. Although less common, the raiders may utilize hunting rifles and shotguns as well.
Melee 2-6. No Desert Raider leaves home without his trusty Shibria knife

Defenses: Fortitude/3. Like most humans, Raiders utilize 1/3 of their fortitude for defense. As well they may use body armors and use tactical advantages to gain more defense.

Additional info: Their desert camo clothing makes them very difficult to detect from afar even when they're moving. When being still, they can wrap their cloak around their bodies and meld in with the desert, becoming nearly undetectable. When attacking from the Ambush they get a double chance to hit with their Shibria knives. Beware!

Sub Classes: Jimal Raiders ride to battle on top of nasty camels. They move fast on the battlefield, have two hitpoints and their camel has two hitpoints and a nasty, independent from its rider's, bite attack.






Tiberian Raider

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Description: The parts of the wasteland north of Tel-Aviv are infested with gangs of punk-ass Jews, most of which were adolescents when the PMS Virus struck. A movement born from miscreants, petty criminals and just punks rose to become a major outlaw cartel which is based in the city of Tiberias but spreads like a cancer all over the northern half of the Unholy Land. They're trouble makers. Don't trust them.

Fortitude: 4-8. They're punks. They can be tough but not too tough.


Weapons: Sub-Machineguns 2-6. The Punks are "honest, patriotic Israelies" or so they claim. Their weapon of choice is the Israeli Uzi sub-machinegun. They are seldom seen using other SMGs.
Sidearms 2-6. As a backup, the punks prefer, surprise surprise, the Micro-Uzi machine-pistol. They may sometimes wield Jericho pistols too but that's less common.
Melee 1-3. They often carry a switchblade, a springblade or a baseball bat.

Defenses: Fortitude/3. Like most humans, Raiders utilize 1/3 of their fortitude for defense. Although they may use body armors or try to take advantage of tactical options, they lack discipline to do so effectively.

Additional info: They're not very intelligent or disciplined, making them particularly vulnerable to ESP talents.

Sub Classes: Not really. they're not evolved enough.
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