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Spikeback
Defense Value: -30 (enraged -0) Endurance: 80+2d20 Movement: 8m Initiative: +3 Attacks: 3 on separate targets (bite and 2 claws)/
or 1 combined maul for 1 attack Strike Value: 3 separate attacks 01-70/ or 1 combined maul attack 01-95 (or enraged
(or enraged maul 3d20+16)
maul 01-110) Damage: Bite and claws d10+8 each/ Maul 2d20+16 Strength: 74 (+8) Agility: 88 Accuracy: 78 Intelligence: 11 Willpower: 69 Perception: 108 Valuables: nil Experience Factors: 95 Morale: Excellent Size: 2.4m tall Weight: 100+1kg per point of endurance Mutations: 15% chance of 1 (See Spikeback mutation list, page 5) Relics: nil Implants: Rare
dissuading larger beasts from feeding on them, these vaguely human monsters do not employ their spikes when hunting. Should a large predator try to bite a spikeback, or anybody leap upon one a these mutants, the deviants horns will automatically serve as a counter attack on the attacker at strike value 01-80 and inflict 2d20 damage. This counter attack is made on the aggressors turn and merely a passive protective measure on the spikebacks part. These creatures are thought to be genetically engineered combat beasts which have changed little since their creation centuries before. The common belief is that they live as long as an average human, grow to adulthood in about 6 years, have a gender division of about 55 percent male to 20 percent female, with another 25 percent being either sexless, hermaphrodites, or of rotating, seasonal gender. While having human DNA, they dont see fellow
Spikebacks are
large, hunched animal-like humanoids of low intelligence and wicked disposition. When standing fully erect they are well over two meters tall, although they prefer to scuttle about on all fours like a chimp or bear. They are so named for a series of black, lethally sharp bone spikes growing from their backs, with some specimens bearing meter long protrusions. While impressive looking and remarkably effective in
SPIKEBACK
humanoids as anything other than food. Their diet is entirely carnivorous, and even when well fed, spikebacks are known to kill and mutilate other living things for mere sport. These creatures exhibit a camouflage skin pattern and coloration that is best suited to their surroundings, yet if migrating to a new terrain type, switching pigmentation after six months. They come in woodland green and brown camo when found in forests and swamps, mottled tan and gray in desert and scrub areas, or mingled grays, rust brown and concrete dust white when encountered in the ruins. This camouflage allows them to remain concealed when either hunting or evading larger predators. On account of their ability to hide and remain out of sight until desired, they are prone to ambush tactics, and if winning the initiative (+3), are considered to have been spotted too late and met in melee range, with one or more spikebacks leaping from concealment within three meters range. When attacking, these monsters use a series of two frontal claw slashes and one bite, either directing their attacks on three separate adversaries if the prey animals are in a group, or instead, combining all their attacks into one furious maul against foes larger than themselves, or when multiple targets are not closely packed. Meat-Rot Cure Table
Percentage chance treatment or dosage cures subject, one attempt per day
Life Form Human, pure stock Human, clone Human, trans-human Human, bioreplicant Human, ghost mutant Human, mutant, mild Human, mutant, typical Human, mutant, severe Human, mutant, freakish Beastial human, chimp Beastial human, mammal Beastial human, bird or reptile Beastial human, spider or scorpion Beastial human, cockroach, mantis Humanoid, skullock, etc. Animal, mammal Animal, bird or reptile Animal, insect
Anti-Toxin Injector 95% 91% 94% 90% 82% 78% 74% 62% 35% 48% 32% 26% 13% 14% 59% 29% 24% 11%
Cure Tab* 97% 93% 96% 93% 89% 84% 81% 67% 41% 59% 39% 35% 18% 20% 64% 36% 31% 13%
Medi-Bot 96% 95% 95% 94% 88% 81% 79% 65% 52% 56% 44% 41% 32% 36% 61% 41% 37% 16%
Field Medical Kit 99% 97% 98% 95% 90% 85% 83% 76% 69% 73% 61% 59% 41% 45% 72% 58% 56% 26%
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is 8% likely to result in the rot. This rot will begin to appear 12 hours after the initial bite, and turn the afflicted area into a pus weeping, purple, throbbing sore. Not only does the wound ache pitifully, but becomes swollen and extremely painful to the touch. Worse, twenty four hours after the meat-rot appears, the tissues surrounding the injury begin to corrupt, turn black and decay. The subject suffers 3 points of damage per day, per wound, plus, permanently loses 1 point each of endurance, strength and appearance per rotting wound, per day. The mutation of heal touch can be applied to this wound, and will repair the damage and hold off further rot, if the mutation is used each day. Unfortunately, heal touch will not cure the ailment, which will commence to eat the subject once the daily use of the mutation is not applied. Deviants exhibiting the mutations of body regeneration, limb regeneration and disease immunity (immunity mutation, roll 3,4) are immune to meat-rot. Relic medical devices, such as an anti-toxin injector, field medical kit or treatments from a medi-bot, are the best bet for a cure, but the outcomes of their use depend on the sort of patient treated. As most relics were designed for pure stock human physiology, the odds of a medical relic being able to cure a person of meat-rot varies. The table, shown at the bottom of the previous page, shows the percentage chance of a success cure based on the patients species. If the treatment is unsuccessful, the meat rot will continue until either another attempt can be made, with one attempt allowable per day, or the victim is consumed the meat rot illness. Spikebacks hunt either alone or in small packs of up to twelve members. While highly territorial toward other animals and humanoids, they are strangely tolerant to other, unfamiliar spikebacks, overlap their territories and even exchange pack mates when two groups temporarily merge together. Another aspect of these ferocious beasts, which is both bizarre and troubling, are the rumors of them serving as attack-patrol beasts for mysterious, high tech enclaves. Specimens have been found fitted with cybernetic control collars, eye pieces, headcams and brain augmentation and control-chip insertion, as well as submachine guns and assorted mutational enhancements. Just who might be using these grizzly sized mutants as guardians, and to what extent they direct the monsters, is yet unknown. Beyond their meat-rot contaminated mouths, multiple or single maul attacks and defensive spikes, 15% of these creatures can also appear on the scene boasting a mutation or other cybernetic implant. The following table offers a random list of potential add-ons, however, the GM can easily pre-create unique spikebacks with implants by using table TME-1-62, page 84, using creatures set 1, or add a mutation or two from table TME-158, page 59 of the TME Hub Rules.
SPIKEBACK
62-68. Poisonous bite: Any bite attack or successful maul attack allows this spikeback to inject a dose of paralysis venom into its prey. Those failing a type C endurance based hazard check will collapse and lose all physical abilities. The subject will of course feel everything normally, including being eaten alive, yet, if able could employ any mental mutations. The duration of the paralysis is 10+d20 minutes. 69-76. Hulking brute: This specimen is over-muscled, hunched, and stands a meter taller than regular spikebacks. Due to its impressive size, it has an extra 50+d100 endurance, and a strength score of 115 (+18 damage). If making multiple attacks, add 10 (for a total of d10+18 each) to the damage of each strike, while add 15 to the maul attack damage (now 2d20+21). 77-86. Ballistic skin: Genetically engineered to have ballistic cloth-like skin, this spikeback is hard to puncture with bullets, thus having a DV -20 extra against gunfire (total -50 DV vs. bullets). 87-92. Screaming Summoner: Having a much deeper chest, sagging, sac-like neck and wide mouth, this freak can call upon others of its kind. If entering a fight against challenging prey or intruders, this spikeback will spend a round hanging back from melee and instead puff itself up to three times its normal girth. If not shot or otherwise struck, it will spend the next turn screaming out a deafening, deep howl. This summons can be heard for many kilometers, and is 78% likely to bring 2d6 other spikebacks to the vicinity within 4d6 minutes. If victorious characters have defeated the summoner and other spikebacks with it, any reinforcement beasts will easily pick of the scent of the humans and commence to hunt them down, going as far as 20 kilometers from their lair before calling off a chase.
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