Tuesday, May 5, 2026

Violence! Double Feature

Wasteland Violence! and Mutant Violence! Redux


(Palladium Books 1986, Art by Kevin Eastman)

Once again Violence is found here

https://lukegearing.blot.im/violence#ref-1L37

Now there has been some changes since I last tried to make a Violence hack. Pseudo-Historic Violence and its melee table have been replaced with a slightly modified version of Violence in the Streets. A much closer and finely grained system. So mutant equivalences will need to undergo a major adjustment.

Wasteland Violence is simple from a creation stand-point. Why do the extra work when you can just remix D20 Modern Apocalypse?
Now Violence doesn’t really do skills and certainly not a D&D 3E-inspired skill rank system, so the D20 roll needs to be adjusted.

I originally had an idea of taking the DC after 10, dividing it by 2, rounding down and adding it back to 10. So, 15 = 12, 20 = 15, 25 = 17 and 30 = 20 etc. But in the end, it was simpler to just divide all DC by 2 and round down. This does have the nice synergy of making the DC 5 survival check a DC of 2 or only fails on a roll of 1.

D20 loves modifiers and they come in blocks of 5 in D20 Apocalypse. Therefore, it’s simple enough to treat each modifier of +/-5 as an Advantage or Disadvantage.

The details of the carnage start on page 14 but the relevant rules for exploring, scavenging and bartering start on page 17. After page 25 though it gets more into D&D weapon rules, which are ignorable. These stop at page 29, since after that are vehicle rules which I’ll get into later.

The rarity og guns can be represented with roll on this tool for The Country (Luke Gearing/Violence Jam 1). Where you can roll to see what customisation and markings make your gun unique and traceable.

https://perchance.org/countryselect

  • Looted Guns (Hauled out of long-cold dead hands) - rifles, pistols, machineguns at -4 to hit.
  • Hunting Guns (Good for killing things that can't shoot back) - shotguns, rifles at -2 to hit.
  • Military Guns (Nice, dangerous and valuable) - rifles, pistols, machineguns.
  • Foreign Military Guns (Look cool, everyone knows who has one of these) - rifles, pistols, machineguns.

Since Violence at the Street Level doesn’t do spears, I had to make some up.

  • Makeshift Spear: A metal blade taped or attached to the end of a stick
    • Range 7 Lethality +3 Fragility 3 in 6
  • Proper Spear: Time taken to properly attach a blade to a tall and straight pole
    • Range 8 Lethality +3 Fragility 1 in 8
  • Fire-Hardened Spear: The most common weapon for most of human history
    • Range 8 Lethality +2 Fragility 1 in 8

Vehicles

A vehicle is a separate character that has the D20 stat line. Since 90% of these are real-life stats that are found online, it can just be elided like how Violence expects most things to be treated.

But really what is important is the Fuel Capacity and the Gas Mileage. The thing that tells players how far they can go in the vehicle on a single point of fuel.

For vehicular combat, play as normal Hand to hand combat, except no one really has any skill in it. Additional things like spikes and armour take up space and weight but increase Lethality. D20 Apocalypse has a list of modifications that can serve as inspiration on pages 32-34.

A faster vehicle will eventually catch up with a slower one unless th driver can somehow manoeuvre it into a location the overtaking vehicle cannot go.

Vehicles can have Injuries which effect their manoeuvrability and a scavenged vehicle starts with 1d6 Injuries. Downed vehicles need repairs to work again. Injuries to the Fuel Capacity and Gas Mileage reduce their value by ¼ per Injury.

Wilderness Survival and Travel

Violence doesn’t have much to say on the subject. The Empire of Texas by Luke Gearing (the creator of Violence) has a person move one 24-mile hex while on foot/by wagon or two on horseback. There was seemingly no adjustment for terrain.

For a 12-mile hex, I would say foot/wagon moves two hexes or one when in rough terrain. A mounted character moved 4 hexes or 2 when in rough terrain.

But I found a good version for 3-mile hexes, which agrees with D20 Apocalypse, that the normal adult walking rate is 3 miles an hour. D20 Apocalypse also says vehicles are restricted to 30 miles an hour due to debris, so that’s nice and simple.

I would like to credit someone, but I don’t remember who I got these from.

Intended for use with pseudohistorical Violence rules for tracking outdoor hexcrawls, but should be generic enough to be usable across the board. Assumes 3-mile hexes or squares.

## Ailments

Life-threatening conditions such as poison, hypothermia, bleeding, exhaustion, hunger, thirst etc should be tracked the same as injuries and inflict stacking disadvantages.

Fast-acting conditions (i.e. hypothermia, bleeding, petrification) should be checked against every hour to avoid another stack of the same condition. Slower conditions (i.e. exhaustion, hunger, curse) should be checked against daily.

A character may sustain up to 3 stacks of a given condition - any more and they are Downed, requiring intervention by another character to avoid death.

## Travel

Average human walking speed is 3mph and therefore can cover 1 hex per hour 'as the crow flies' at a steady pace. If running, 2 hexes per hour can be covered but untrained characters must check against exhaustion. Exploring a hex thoroughly takes 3 hours.

## Rest

6 hours of sleep is the minimum to clear 1 stack of exhaustion. Food, shelter and a source of heat are required. Lacking one or more incurs a check to clear the exhaustion, two or more is at disadvantage.

The rest of the rules (bar one exception) are from The Empire of Texas

The day is divided into 4 6-hour Watches. Once per Watch, check for Encounters. It is assumed two of these are spent travelling, one establishing camp and resting, and the last sleeping.

Me - I like 8 hour blocks better because 12 hours is a bit too subject to the weather and daylight. But either can use the table from here:

https://mythlands-erce.blogspot.com/2024/04/the-3-mile-hex-natural-unit-for.html

Hours with walking per 3 mile Hex, half the time for horses and 1/10th (6 minutes) by vehicle. Unless an off-road vehicle, vehicles treats any terrain with just a trail as rugged terrain and any without any track as very rugged. Like many this in Violence, carrying capacity is an exercise for the Referee.

If food and water are not found, each member (and horse)in the caravan consumes 1 Food and Water ration. Horses require double rations in the desert.

Back to Texas

Encounters

Roll a d6 - on a 6, an Encounter occurs. Determine Surprise, Distance and Disposition. If an item of interest is present in the hex, the encounter swill resolve nearby. In some cases, the disposition and surprise may result in ‘no encounter’ - a small group warily watches the unaware players.

Surprise

For each party, roll a d6. On a result of 1 or 2, that party is Surprised - they are unaware of the encounter.

Distance

If the PCs are surprised, the encounter happens at a range of d20*10 feet. This might represent an ambush or a stealthy band, as determined by Disposition. The NPCs may not engage, and simply observe.

If the NPCs are surprised, or neither are surprised, the encounter happens at a range of d20*100 feet – the other group spotted at a significant range. Depending on Disposition, unsurprised NPCs may attempt to approach or flee.

Disposition

For NPC parties, roll 1d6:

1) Violent.

2) Hostile.

3) Cautious.

4) Wary.

5) Friendly.

6) Desperate.

Desperate groups may be starving, dehydrated, injured or out of ammunition.


Revising Mutants

A mutant has four points split between Animal/Human. These detrmine how human or animal-looking the mutant is. The five mutant shapes are also reflected by the five possible states of mutant. So, no Human Features needed and not BIO-E either unless you are buying species abilities for finer details.

Every point on Man is a Competencies and every point on Animal is a Trait from the species entry in TMNT&OS. Competencies got moved from the main Violence document to page 4 of a PDF called Special Investigation Unit, currently linked at the top of the webpage. If you don't want to treat a Trait as one line on the write-up, be more granular and optionally treat it as 20 BIO-E. Bonuses granted by Species can be used to fill a Trait slot. Every point of Animal is -1 to DV for social interactions with humans.

Extra Attacks from Species Traits is Advantage. For Heroic games, each hero gets four Plot Points to revese the Down status and major NPCs get two.

Traits that only gives S.D.C give -2 to Down Checks. Light/Medium/Heavy/Extra-Heavy Armour is -1 per tier to Injury checks. It can be hard or fleshy but is still tissue and/or layers of minerals.

Since we are revising for Violence in the Streets, natural weapons must be accounted for. The easiest answer for Reach is 0, since natural weapons are parts of the body touching another, but many animals keeps foes at bay without bodily risk. You could still keep it simple with Reach 1.

Look at the species' intial Growth value (1 to 20). Every 2 points above or below 10 is -1/+1 Reach.
Add/Subtract 1.5 Reach for each point towards Human, stopping at Reach 0, round other final results down in all cases. A Growth 1 (-5 Reach) bug can be kept away with a short stick, a Growth 20 (+5 Reach) elephant just pushes past in a fist fight.

Natural Weapons are by definition, dangerous. So the Lethality of them goes up by the damage dice.

D4 = 0    D6 = +2    D8 = +3    D10 = +4    2D6 = +5

While it's simpler to say mutants turninng into human-looking pizza-eaters implies they become omnivorous and lactate-digesting by default. It's too tempting to pass up mutant scavenging rules.

Mutants need a majority of whatever protein their base species eats; vegetable or animal. A Ration of the right type is Good Food and they need one ration per day. Otherwise, they can eat two Bad Rations to get the same effect. This includes food of the wrong type, has no real nutritional value or what has spoilt. Eating only Bad Food give Disadvantage the next day, as does eating only 1 Bad Food in a day. Some species which scavenge garbage are find with eating Bad Food and grazing herbivores can spend a Watch (6 hours) solely stationary grazing to generate 1 Bad Food for themselves.

Making an NPC
So compared to Violence, a mutant NPC sounds complex. But not really, a foe is still just a bonus to hit and a weapon. Just a Referee must also decide if they have a natural weapon as a backup or primary weapon and if they are naturally outsie the human body range. Giving a Lethality and Reach modifer as the Referee feels like it. A mutant is just as likely to have functioning giant ears, a sharp nose, natural body armour as a human is to have a radio reciever or spare grenade. Whatever is needed to to make the foe engaging for the players.

Sunday, May 3, 2026

Antarctica Adventure Jam Lower Peninsula Part 4

Last one, If you want the appendices and or the 5 pages of introduction and random encounters. Go over to the AAJ page and look up the region.

It's well over and this is just me finishing up my too late obligation for taking on a second region. Great fun and stretching the creative muscles from volume alone.

### 219-171 Plain Orcs

250 orcs in a large encampment. Their chieftainess Griddlebones is by necessity, very cunning and skilled at fighting. The plain orcs draw from the Moon Elves and some from the Far Elves. They treat the high plain as their own, demanding tribute from traders and switch to raiding into the Upper Peninsula when their neighbours become organised.

Among the orcs are 30 members of the cannibal-rite Landshark clan (Ogres). Depredations and intra-camp violence let them stay in their war-form near constantly. They urge Griddlebone to join McCavity 222-172 as to join their relative with him.

Her loot pile contains 5000gp in trade bars and coinage and gems worth: 3 x 10gp, 2 x 50gp and 500gp.

### 221-170 Titians Wall

A row of large slabs stands askew in a line going Polar-East-East. They depict a repeating pattern of four figures; short and childlike, tall and upright, round and very large and large but stooped. All have pointed ears. It’s assumed this is titan work for it’s both a megalith but not fancy like Before architecture. Beyond are stumps of mile markers that if followed, would reach 224-171.

Though only the most obscure sage or one of the single-digit Goblin-Friends would recognise it. This is the lifecycle of the Lower Peninsula Goblins, who built a civilisation sometime between Before and now. They grow during crucial periods of nutrition. But all goblins live hard lives and finish in their stunted winter form, the Bugbear, since their settled culture was destroyed.

Born first as Goblins and remain as such until adulthood, the crucial missing stage. Then growing to Hobgoblins and full members of their society. But none will achieve their full size as 4 HD Great Goblins, their skin returning to green.

### 220-171 Treehugger Hall

In the wilds here stands Treehugger Hall. It is not an inn, though the ten family members who live here will exasperatedly put up good-seeming travellers for the night. They are only slightly more cordial to fellow worshipers of the Moon-Asura. No entry or leaving rooms while the moon is full. Orcs avoid this place because they have learned the 10 are Werebears and so fear them. Beorn Mooneye has a chest with a Sword +1 (Flaming) and Elven Cloak and Boots. From a guest’s donation and years of anti-orc service for the Cardinal 220-168.

### 223-170 Mid-River

1000 people in 3 markets. This land under the Duchy of the Moon is quite worried, George C4 marshals what forces he has but is torn between awaiting the call to march and seizing the opportunity (in his mind) of single-handedly rallying the forces of the Duchy and deposing the Cardinal as a more fitting ruler.

Since the forces assembled, a plague of Giant Shrews (25) has emerged. The locals only solace is the arrival of a strange merchant. He can for 1 magic item or two potions teach the secret ways across the continent under the dim noonday sun or give +1 damage to unarmed attacks. Otherwise, his fee for defeating the giant shrews on a property is one night’s meal and a place to rest.

### 224-170 Melonland

55 people in 1 market. Here is the groves and black melon fields of the Traditional Elves. They practise the fey religion with no addition or change. Lady Electra E4 manages this community of a few mansions and dispersed tree houses. Adjoining the centre is 200 gnomes, who converted when the elves first came. The fey emphasis on cultivation alone is wearing thin with them. Many have been tempted to 219-167, for a more varied economy, under pain of death for dealing with heretics.

The community contains 4000ep and the Lady has a Potion of Giants Strength and Staff of Healing.

### 225-170 The Great Grove

170 people in 2 markets. The deep costal groves of the Traditional Elves. Here is where the Fey religion was developed and the beautiful yields that even non-Elves grow were cultivated. The Chief Elf, Asparagus E7 rues that his grandfathers ever let other elves split the sacred authority by converting others or leaving. One market is his mansion and the hollows supporting it. The other is the Great Grove, where all those who will attempt the rites study and make the step.

Recently a sea-trader from beyond named Narrator has come. He brings valuable obsidian but demands buyers also purchase his shell carvings. A Buccaneer or Jellicle islander knows the cursed patterns on them. Large sharks (Great White Sharks 5) have been harrying the fisheries since Narrator came. Just a few of many drawn by the shells up and down the coast.

Full writeup in Appendix F.

### 221-171 Grass Keep

200 people in 1 market. Here is Duchy of the Moon’s outpost on the plains. Piangi C4 mostly leaves the running of the keep to his captain Gilles F5. They force all visitors to camp outside the keep, which is now the crowded temporary sleeping quarters for the community. Paranoia that visitors are orcish scout pretending to be normal people grips the community.

Gilles has a Ring of Fire Resistance he was given to best a solar champion in a tournament years ago.

### 222-171 Mid-Peter

1000 people in 4 markets. This part of the river grows wealthy from moon melons and traffic. This in turn allows the government of Minister C3 (name not title) to withstand interesting times through the depletion of the treasury. Minister has fended off elven relatives and rover raiders and so fears nothing in a group with other leaders. His troops drill and march, awaiting any command to save Vims 222-172. If only it would come.

Minister’s prize possession is a Shield +3

### 223-171 Sprout Village

70 people in 1 market. One of the most exposed domains of the Traditional Elves this community is the first place those who will undergo the fey rites go for their training and education in specialised cultivation. Unofficially it is an exchange point for their produce, shows the Moon Duchy how converts and their descendants benefit from fey magic and proves a final test for those who might wish to leave the elven homeland before they undergo the rites. Anything to reduce the chance of an orc. Easy to grow rind armour (Leather) and roofing tiles are half price here.

Old Barnardo E3 is pale due to his age and has nurtured generations of them to the rites. His stone mansion amid the hollows contains a lifetime of adventure and intrigue; Shield + 2, Staff of Snakes and a waxed paper rind scroll called Dungeon Delving On Short Notice (ventriloquism, read magic, protection from evil 10’ radius (mu), lightning bolt, dimension door)

The trade and donations chests sit with him as well; 12000sp and gems worth 10gp, 15gp 2 x 50gp and 100gp.

### 224-171 Ruinland

65 people in 1 market. Here lies ruins attributed by nearly anyone to Before. Stone slabs teeter in a spiralling sun-facing henge. These are actually the hearthstones and backs of chimneys from the first and greatest city of the goblins. Thrown down by mankind before recorded memory. Lady Carlotta E3 doesn’t care about any history. They are obstructions to the fields and better used as supports.

The farmers have 3000ep among them and have tributed to Carlotta scavenged gems worth 10gp, 3 x 50gp, 4 x 100gp and 500gp.

### 225-171 Elfshore

130 people in 4 markets. Everything is calm here. Sun gourds and prawns dry in the sun for winter and available fresh other times. Lady Syrie E6 has spent a lifetime building a perfect world and outsiders are watched for threats. Wherever they go and whatever they do.

### 219-172 The Ruined Tower

30 people in 1 market. The Far Elves here are uneasy. Beyond being the frontier of the Fey beliefs, here is where the usurper dwelled. His lonely tower is surrounded by a feral garden. It is evident that the locals have not properly cleaned their former lord’s home. For 175 Kobolds have sprouted and maraud at night. 3000cp of alchemical equipment repurposed into elaborate helmets.

### 220-172 Treeless Plain

30 people in 1 market. Another outpost of the Far Elves. One to ride out from for adventure. Otherwise, they grow furniture bushes here. Administered by Lord Coricopat E7, who has also been given authority over the Ruined Tower 219-172. He is sick of travelling back and forth and wants an Elf of level two or higher to swear to manage it.

### 221-172 Upland Fields

300 people in 2 markets. Fear is strong here; crops go unsown or lay in the fields for fear of marauders. The militia patrols waiting for the command from the Cardinal 221-173 to advance. They relive stress but boasting about orc heads and robbing any would-be traveller. Captain Chagny F3 does nothing about this. His authority is seconded from his brother Cleric Chagny, who is assumed to have perished in the failed counterattack on Vims 222-172 months ago.

Chagny hoards his family secrets in the manor, a Bag of Holding and a Sentient Sword, given by the Moon Asura generations ago to maintain the new age.

The Sword of New Beginnings INT 10, Ego 11, Communication Speech, Language Alignment tongue, Common, AL Lawful, Sensory Powers Detect slopes, Detect traps, Detect magic, Enchantment +1 (+3 vs Regenerating Creatures), Dmg 1d8 +1

### 222-172 Vims

2000 people in 3 markets. Founded by Vicomte, the castle has since become Vims and now is anarchy of the worse sort. With the coming of Macavity, the orcs swept aside the defenders and built a briar encampment on top of the cemetery hill. His army consists of 200 orcs and an Ogre, Jerrie of the Landshark clan. The Cardinal has retreated to the Moon Monastery 221-173 and the surviving militia has mutinied. Setting themselves up in the castle as the Free Vims (50 Bandits). They cannot advance but the orcs lack the numbers to assault. Their leader Vicomte the New F3 has acquired the Cardinals ring and sceptre. Everyone else lives like rats scurrying between buildings.

Macavity has amassed 6000gp and jewellery worth 800gp, 900gp, 2 x 1000gp and 1400gp.
Free Vims have secured for apparent safekeeping; 5000sp and gems worth: 4 x 10gp, 4 x 50gp, 2 x 100gp, 2 x 500p and 3 x 1000gp.

### 223-172 Outer Red

100 people in 1 market. Much of the rolling high fields are in disarray as refugee lean-tos prompt against any farmhouse and boundary that will take them as hired hands. The community is deeply frustrated, though these are their fellow Moon-worshippers fleeing Vims 22-172, they outnumber them 2 to 1 and most of the inhabitants cannot afford to feed more hands. Meg C4 has been drafting those able to fight into the militia and is exhorting the troops to liberate Vims with or without the Cardinal 221-173. They will die without support. Meg has a Mace +1.

The refugees are 200 hardy Halflings (Dwarves) who often have worked in the area and are stung by how quickly the populace has turned against them.

### 224-172 Roundtop

50 people in 4 markets. This spread-out collection of hollows is concerned with a small hoard of Giant Shrews that migrated into the domain a few months ago. They do not attack people and barely even eat the ripening super melons, but they do defensively crouch when approached in fields and in hedges. Giant shrews are dangerous to even an elf and Lord Teazer E6 is willing to pay 500gp in produce to find out the root cause. With an advance in the form of a 10gp gem he can’t get rid of.

The total wealth of the community in stored produce, fine material, personal adornments and loose coins comes to 5000gp. On top of Teazer’s Sling +1 he uses on magical foes.

The root cause is the Driver Ant infestation to the pole of the domain in Greendell 223-173 and Border Garden 224-173. It isn’t spreading to Roundtop because the shrews are eating the ants so voraciously, they have no need to bother people. Teazer won’t pay therefore until the shrews are gone but also and won’t pay if the ants come.

### 225-172 The Suncoast

120 people in 4 markets. In a land of sun gourds and prawn harvests, the arrival of strangers with carts and boats is not unusual. Lady Demeter E4 ensures no merchant leaves without inspection, All the better to smuggle elven drugs for whatever she likes. All without paying a copper to anyone.

### 218-173 Little Sister Joining

130 people in 1 market. This land shows its agricultural pride strongly. With a riotous bouquet of herbs, gourds and trees. A major centre of trade, focused of their famous ulfire squash. Lord Carbucketty E6 knows this is due to the attached community of 56 gnomes. Their tax exemptions irritant some and conjure visions of hidden treasure.

### 219-173 Centre Patch

90 people in 3 markets. Surrounded by other elves, the Far Elves here pend their times on theoretical practises. Like exploring the theological limits of the fey religion and the shift in seasons and why is it some rites go wrong. This has resulted in the crop here being grown for inedibility. Lord Andre E2 has perfected the toxins within these strains to uniquely effect those who unbalanced humours. Orcs and svarts. Should his poisons fail him, Andre has a Wand of Fire Balls.

Anyone who swears to kill 100 orcs or svarts in a ceremony, can learn how to brew a weapons-coating gourd-venom that deals +1 damage to orcs and svarts. Those who flee from fights with these foes will be struck by cucurbitacin poisoning. Doing 1 damage per HD per day of distress for 1d4 days.

Inside his mansion courtyard is the community symbol, a ceremonial tree decorated with gems worth 10gp, 4x 50gp, 2 x 100gp and 2 x 500gp.

### 220-173 Howling Fields

70 people in 1 market. Amid the musical gourds the Far Elves walk uneasy. The community is half split between assisting the Cardinal 221-173 with recapturing Vims 222-172 and the other half wish to stay out of it. It really comes down to whether a person hates orcs more than they shun non-believers. Etcetera E4 holds firm for now, claiming she would need a message requesting aid. She fears the dogs more than the orcs. 20 dogs let loose from the Before (Blinkdogs) roam the land. They do not attack unless threatened but vanishing dogs can appear anywhere and seek out food to guard. So far the generational agreement holds but who can say with smart animals.

Either way, Etcetera keeps her Spear +2 with her. They have 7000sp between them.

221-173 Moon Monastery

100 people in 2 markets. Here among the moon wells and night groves, rests the much-missed Cardinal of the Moon Asura. Prime C8 prays for deliverance as fate seems to conspire against him. First the orcs attacked Vims 222-172 when he was on pilgrimage to this monastery. When his ring and sceptre were still in the locked bedroom chest. Now none of his vassals respond. Messengers report back as shunned or never again. He prays the Moon Elves will see the reason in his past request for their vassalage as the Moon Asura’s representative. Which was politics then and survival now.

Skimble C4 and Shanks F6, his Primarchs are sure to keep him such a state. Silencing or coercing outgoing messengers. Soon they will be able to convince the Cardinal to become a hermit figurehead and rally the duchy against the orcs.

Full writeup in Appendix E.

### 222-173 The Stone House

200 people in 1 market. Everything here seems fine; the population go about there business as normal. No one will mention the conflict in Vims 222-172. Everyone will conspicuously dance around the idea that any messenger has arrived, emphatically deny that Moon Duchy rider came a week ago and show outright terror and deny the idea a Red Rodger man is staying at the keep. The moon man is buried in one of two conspicuously fresh grave in the cemetery. The other was Raoul the Cleric.

Jemima F6 wants to complete negotiations and let the Cardinal perish before she will announce her new allegiance. She kills anyone who discovers it ahead of schedule.

The keep is quite a historical relic. A modern stone fortress on top of an earth mound raised by the old village to defend against pirates. In fact, the location Red the Pirate was defeated and sought terms. The mound itself is dirt [packed between goblin ruins, the great Seasonal temple of their second city.

In the excavated room of the summer is Jemima’s magic treasures. A Potion of Levitation, Rod of Cancellation and Sword +1 (+2 vs Spell Users).

### 223-173 Greendell

80 people in 1 market. The edge of the elven lands is never quiet as patrols ensure only the righteous and the produce may pass the boundaries. But lately Lord Fathingay E2 has ignored all but the most egregious smuggler. The land has become lumpy and desolate as 75 Driver Ants spread their nest. Devouring anything when hungry. Farthingay promises all the gold(5000gp) below to be rid of them.

What he won’t mention is the wealth of his community and himself.

The original elven family each have a piece of jewellery, worth; 700gp, 1000gp, 11gp, 1300gp and 1800gp.

Farthingay keeps in his hollow: Leather armour + 1, Shield + 1

On waxed paper gourd rind: Spell scroll (fly, polymorph others, contact higher plane, levitate, wizard lock)

### 224-173 Border Garden

110 people in 2 markets. A smuggler’s paradise, Lady Rose E5 has established a syndicate with Red Rodger bootleggers Johnny T3 and Jenny T3. Ensuring a monopoly on elvish magic and produce in return for illicit drugs and treasure that are made from far-off monsters. 50 Driver Ants have riddled the land with ridges and tunnels though. The general lack of enforcement means few inhabitants are motivated to risk it in a militia.

The ants have yet to find gold, but Lady Rose will offer it as a reward anyway. The populace has 3000sp and 3000ep in their hollows they could reluctantly offer.

Lady Rose has a Bag of Holding and Potion of Heroism on her that she will never give up.

### 219-174 The Garden Palace

160 people in 1 market. Here lies the mansion complex and supporting groves of the High Lord of the Far Elves, Mistoffelees E7, no longer needing the title Duke without a kingdom to hold him down.

Here he engages in three vital tasks to the exclusion and sometimes disquiet of his lords. He is determined to erase the orcish mistakes out on the plains, somehow. He is eager to send fey missionaries beyond the lower peninsula to expand his authority, though few return. And he is preoccupied with the underground magic spring to grow the most outrageous plants. He has even found that with lots of expensive regents, he can grow potion plants for a net halving of the cost to brew them normally. He has one now, having gifted the rest.

If a petition doesn’t match one of these objectives, he’ll order the closest lord to fix it and get back to planning. Leading to many disputes as lords claim to be the one to fix another lord’s problem.

For personally issues Mistoffelees relies on his Wand of Fear to frighten foes and if they refuse to surrender, uses his ducal ring and sceptre to blast them.

In his treasury he can access at short notice; 3000gp, a Potion of Speed, a Helm of Reading Languages and Magic and two waxed paper rind spell scrolls.

Reflections in the Garden (speak with animals, commune, silence 15’ radius, bless, silence 15’ radius)

Miscellaneous Violence and Responses (protection from evil 10’ radius (mu), massmorph, wall of fire, wizard eye, charm person)

### 220-174 Beautiful Grove

30 people in 1 market. This collection of mansions is centred around a large grove of with deep pink flowers. Which complement the blue of their melons. Tantomile E3 must strike a careful balance between maintaining her land and keeping the 100 small Before things (Pixies) in the grove happy. For they are very helpful in maintaining the land. And could just as easily reverse it.

### 221-174 Growltiger’s Camp

150 Orcs in a large encampment. Those who failed or never really belonged to the Far Elves but some from the coastal lands or the Moon Elves. The chief is Growltiger, an orc of subtle brutality and flamboyant authority. He is debating going to reinforce Macavity in 222-172 or letting him overextend and absorbing any survivors. Otherwise, he occupies himself planning fanciful invasions of the Far Elves.

### 222-174 The Hill Castle

400 people in 2 markets. What was once a wild land of independent folk has come under the control of a far-ranging band of adventurers. They have crossed the length of the peninsula, the seas beyond and reached the plains of the Centaurs. Now they have constructed their keep and expect to extort the region as power players.

Full writeup in Appendix D.

### 223-174 Rumpus Land

2000 people in 2 markets. Here Duke Firmin, descendent of Red the Pirate Lord frets incessantly about his isolation and his need to seize some sort of authority. He doesn’t trust the Elves and cannot go polar without having to spend time and effort to tame the wild hill. He fears the orcs, but he also wants capable and powerful heroes to save the Duchy of the Moon in his name.

500 hardy halfling farmers live here tending to their special red pig beans. They are of a more robust stock (treat as Dwarves). The beans apparently taste like pork when cooked and are foul otherwise.

He has amassed various items he dangles as loans for the desperate: A Sword +1, Spell scroll written in the elvish style on waxed paper gourd rind (lightning bolt, read languages, hold portal, invisibility, wizard eye) and (hold portal, ESP, sleep, phantasmal force, lightning bolt)

If asked about his ducal sceptre and ring in combination, he will have them dismissed and hopefully imprisoned or slain at a later opportunity to hide the traditional power.

### 224-174 Newmarket

2000 people in 3 markets. The land that benefits from the Rodger River in the Duchy of the Red Rodger. This is the centre of the old trade with the Elves and still knows how to cultivate some fey plants. Lady Giry MU5 maintains a strict separation but is rumoured to be researching how to grow Kobolds for the duchy’s control.

### 225-174 Polebay

1000 people in 4 markets.  This land is very ill at ease; fishermen dare not get too close to the Elf coasts and farmers fear the wild rise beyond. Still, yellow knobbly pumpkins are plentiful.

### 226-174 Last Hold

1000 people in 4 markets. Here is the border of the Lower Peninsula by politics alone. The lands beyond having defied the Duke for many years. Lord Gilles F3 has no need for conflict and scrupulously patrols the boundaries for smugglers and criminals.

Sunday, April 26, 2026

Resident Evil vs Edgerunners Part 3

This week is invertebrates


Black Tiger

BOD 22

REF 7

INT 3

COOL 3

MA 14 (2 while climbing) (#9 while climbing)

Awareness +12

Athletics +6

Brawl +7

Swipe 1d6+3 #2d6+3

BTM -6 DAM +1d10

Nest (Baby Spiders) - unless a Web-Spinner dies by burning (fire, chemical or electrical), 1d6+2 Baby Spiders will emerge from the abdomen.

In AFMBE, they do a certain amount of automatic damage within melee range but die with the host. This can be represented by 1d6+2 #8 damage to all targets within melee range

Poison Spray - Can project a thick solution of venom 12m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Spines - Fling 3 metres and ignores SP8 or less. D6 spines hit each does 1d6/2 damage and 1d6+2 on removal unless a surgical procedure is performed, rolling a botch does 1d6+2 more damage.

Must Eat Organs Occasionally, Animal Cunning

 

Brain Suckers

BODY 10

REF 7

INT 3

COOL 6

MA 14 (2 while climbing) (#9 while climbing)

Athletics +6

Awareness +7

Brawling +8

Swimming +6

Claws 1d6+3 AP (#2d6 AP)

Will Attack Twice if possible

BTM -4 DAM +2

Treats result as 17 for purposes of a foe Escaping a Grappling move.

Poison Spray - Can project a thick solution of venom 4m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

#The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

#Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Must Eat Brains Daily, Animal Cunning

 

These seem to jump around, but that's not reflected in the AFMBE write-up. The write-up also claims it can change the colour of it's skin when submerged. This is not in RE3 not does the AFMBE write-up have any mechanic for this.

 

Cockroaches

BODY 6

REF 6

INT 1

COOL 1

MA 3 (2 while climbing)

Athletic +6

Awareness +6

Brawling +3

Nibble 1d6/3 AP

BTM -2 DAM +0

Must Eat Flesh Daily, Animal Cunning

Cockroaches can pass diseases just by touch. Any skin to cockroach contact can do it. The disease can either be a deadly disease, or the T-Virus.

 

Drain Deimos

BODY 9

REF 7

INT 1

COOL 6

MA 14 (2 while climbing) (#9 while climbing)

Athletics +6

Awareness +7

Brawling +8

Claws 1d6+3 AP (#2d6 AP)

Will Attack Twice if possible

BTM -3 DAM +1

Treats result as 17 for purposes of a foe Escaping a Grappling move.

#The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

#Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Must Drink Blood Daily, Animal Cunning

 

These things seem to leap about and run towards Jill, but the adaption to AFMBE does not mention that.

 

Grave Digger

BODY 13

REF 7

INT 1

COOL 7

MA 14

Awareness +12

Brawl +7

Bite 1d6+3 (#3d6) AP

BTM -5 DAM +6

Burrowing - Can tunnel through dirt and sand at half MA

Must Eat Flesh Daily, Animal Cunning

Quake - As the Gravedigger burrows, the massive and powerful muscles disrupt the very ground above. If enough creatures are present, then they can create massive structure damage (Referee's discretion). This ability is automatically employed once for every 3 rounds turns of movement. Thoe effected must roll 1d10 and roll equal or less than their REF score.

A failure in this causes the victims directly above the creature to fall. They are stunned for 1d3+1 rounds unless they pass another 1d10 vs REF roll.

Can hold its breath underground for 5 minutes, can't burrow through 1 foot/0.3m of concrete, neither can get go through steel or metal

 

Moth

BODY 3

REF 6

INT 1

COOL 3

MA 3 (Flight 3)

Awareness +7

Brawling +3

Antennae 1d6/2 (#1d6)

BTM -1 DAM -1

Scent Tracking - Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +10.

Must Eat Flesh Occasionally

 

The parasitic larvae and accompanying Babysitter trait are from Resident Evil Outbreak and so are out of the scope of my project.

 

Slide Worms

BODY 6

REF 6

INT 1

COOL 3

MA 3

Awareness +6

Brawl +6

Swimming +6

Bite 1d6 (#1d6+3) AP

BTM -2 DAM +0

Treats result as 17 for purposes of a foe Escaping a Grappling move

 

Spider Babies (Can also substitute for Baby Fleas)

BOD 1

REF 7

INT 1

COOL 1

MA 14

Awareness +7

Brawl +3

Bite 1d6/2 AP (#1d6 AP)

BTM +0 DAM -2

#Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Must Eat Flesh Daily

 

The AFMBE adaption does not mention their leaping abilities, though this is their sole attack in the games.

 

Wasp/Giant Wasp

BODY 1/3

REF 6

INT 0

COOL 6

MA 3 (Flying 19)

Awareness +6

Brawl +3

BTM +0 DAM -3/-2

Stinger 1/1d6 AP

Poison damage is 1d6/3d6

 

Must Eat Organs Daily

 

Much more guessing with this one. RE1 has both in the remake but one is a special sort of encounter and unfortunately the AFMBE adaption merges them with the massive giant wasps from Outbreak. So, I tried to split the difference and had to guess at the poison values.

 

Web-Spinner (Giant Spider)

BOD 8

REF 7

INT 1

COOL 3

MA 14 (2 while climbing) (#9 while climbing)

Awareness +7

Athletics +6

Brawl +6

Bite 1d6+3 AP

BTM -3 DAM +1

Nest (Baby Spiders), unless a Web-Spinner dies by burning (fire, chemical or electrical), 1d6 #1d6+2 Baby Spiders will emerge from the abdomen.

In AFMBE, they do a certain amount of automatic damage within melee range but die with the host. This can be represented by 1d6 #8 damage to all targets within melee range

Poison Spray Can project a thick solution of venom 3m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Must Eat Organs Occasionally, Animal Cunning

 

Web-Spinners, the engineered but failed BOW don't seem to make webs or have the Nest power, unlike the Giant Spiders exposed to the T-Virus in Racoon City.

Tuesday, April 7, 2026

Resident Evil vs Edgerunners Part 2

Today is vertebrates

Someone suggested that human teeth are accounted for in Cyberpunk 2020/Interlock with the Ceramic Teeth/Powerjaw cybernetic implants, which means normally 1d6/3. This woud make human zombies even more pathetic in the rules unless they have some sort of automatic bite on a grappled target and go for non-armoured sections.

I've been finding I get really big BODY scores for some monsters, so I scaled down the DP to BODY conversion. Really big DP is now DP-15 = Divided amount, Divided amount/5 = +1 CON up to +3, remainder is divided by 10 up to +5 then that remainder is divided by 100

Adder

BOD 5

REF 6

INT 1

COOL 6

MA 3

Awareness +6

Brawl +3

Beak 1d6/3

BTM +0 DAM +0

Must Eat Flesh Weekly, animal cunning


Alligator

BOD 26

DEX 6

Int 3

COOL 6

MA 3

Awareness +6

Brawl +7

Athletics +8

Bite 3d6 AP

BTM -7 DAM +1d10+2

(Should have Scent Tracking but I supose the alligator in the game never showed much hunting prowess.)

Treats result as 17 for purposes of a foe Escaping a Grappling move.

When Grappling a target, automatically do Bite damage each round

Must Eat Flesh Weekly, animal cunning


Cerberus/Zombie Dog

BODY 5

REF 5

INT 1 (Animal)

Cool 5

MA 3

Awareness +5

Athletics +7

Brawl +6

Bite 1d6+1 AP from Chromebook 3 (#1d6+3 AP)

BTM -2 DAM +0

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Must Eat Flesh Daily, Dos not spread but also it could be interpreted as spreading by bite, animal cunning

Treats result as 17 for purposes of a foe Escaping a Grappling move

When Grappling a target, automatically do Bite damage each round

Must Eat Flesh Daily, animal cunning


Crow/Raven

BOD 5

REF 6

INT 1

COOL 3

MA 3 on ground 19 in air

Awareness +6

Brawl +3

Beak 1d6/3

BTM +0 DAM +0

Must Eat Organs Daily, animal cunning

A single bird is quite a small target, but they normal travel in groups of 4-10, getting easier to hit as they flock


Neptune

BOD 22

REF 6

INT 3

COOL 3

MA 3

Awareness +6

Brawl +8

Swiming +8

Bite 3d6+2 AP from Chromebook 3 (#4d6 AP)

BTM -6 DAM +1d10

Can follow the scent of living beings that are 24 hours old. Can lose trace if target leaves the body of water, for skill purposes this is +12

Double Damage From Electricity

Still can't survive out of water, but can survive in freshwater

Must Eat Flesh Weekly, animal cunning


Yawn

BOD 22

REF 7

INT 1

COOL 6

MA 14

Awareness +7

Brawl +6

Bite 1d6+3 AP (#3d6 AP) Venom Injected into hit location, 2d6 damage for 5 rounds

BTM -6 DAM +1d10

Spitter - Can spit a water-down version of venom up to 7m, 1d6 damage and target is blinded for 5 rounds

Chomp - By taking two rounds to unhinge it's jaw, Yawn can do 6d6 damage with a bite

Hug of Death - Once Yawn Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn (yes 2020 has 10 minute turns in the corebook)

Can follow the scent of living beings that are 24 hours old. Can lose trace if target enters a body of water, for skill purposes this is +14

Must Eat Flesh Weekly, animal cunning

Saturday, April 4, 2026

AD&D Solo Adventures - The Village of Hommlet Part 8

I can't shake the feeling this is too short for a camapign update. But it seems to be about the same length as my last update.
Maybe I'm just writing shorter sessions now.

Still Day 122

Darkshore is a village on edge, Dounil can sense stares as he intrudes in the village square. There is no mention of any inn or tavern, but one is traditional.

Upon heaving his travois to the door, Dounil peeks inside to see Celest drinking in a corner, her back to the wall so she cannot be snuck up on. He hails her and she happy and slightly puzzled to see her companion so far across the bay.

They talk, Celest has been riding across Urnst and Nyrond. But she hasn’t yet found a good haul and spent all her money as fast as she earns it. She is not big on camping. She traded her horse for passage down the river to Darkshelf and rations.

But she has a plan. The disappearances, the counterraids and the quarry seem to be linked in the mind of Neistor, the village overlord. He offered her 500gp to discover the fate of Kwon, his agent. Who reported disturbing rumours about the quarry.

Dounil offers to help if Celest would accompany him on his own quest and then she snaps at him that he has come to her and asks to join her. Not for her to split the reward and abandon any future direction.

Dounil says he was tackling the Temple of Elemental Evil and realised he couldn’t do it alone. He offers her the magic chainmail, his old magic shield, the cloak of elvenkind (as he was going to offer the dagger he gave to the tribesmen) and he offers to buy her a horse when the time is right. She also wants all the treasure they find on this quest and Dounil agrees, splitting any they find in the Temple. Celest is quite happy with this and says it must be a dire quest indeed to agree to these terms. Dounil said there is one last thing, she will need to pay for his room and food while in Darkshelf and he relates how he raced to find her over the last 60 days. Including his epic shipwreck and journey.

Celest is somewhat perturbed at his story and agrees, saying they should leave after eating (-2gp). The quarry being half a mile away (2 out of 3 mentions say half a mile not 3 miles). As they walk, Celest relates how they have three entrances, a ventilation shaft, a hidden dock on the rick and the main entrance. She says to pick one because her gear is surprisingly heavy, though she is still agile enough to have an AC of -2 compared to Dounil’s AC of -1.

Dounil and Celest both have ropes and Dounil can levitate down to secure them. Or they could clear the quarry one level at a time. If they go down first, no one will see them coming, but if they come through the front, they get the administrators and the mysterious and disliked dwarf, Bazili Erak.

Surprise is always the best policy, and they agree to descend and come up from behind. It takes an hour to climb beyond the quarry to the hills and another hour to find the thing according to the module, No Random Encounters x2 [11:00].

At the shaft, they tie Dounil’s rope to a nearby tree and Dounil Levitates down holding the end, while Celest climbs down. They come to a stop at an iron grate, greased to prevent rust. An Open Doors roll at -1 turns up good, the grill clatters to the floor some 12 feet below, leaving Dounil’s rope hanging 5 feet above it [11:05].

Room 37 has only 1 entrance, so that’s where the choose to go, though Celest is near invisible, she is not nearly silent. They advance shoulder to shoulder, nearly filling the corridor. Dim light from the cave fungus allows them to not even need Darkvision. Fortunately, this module doesn’t have in-dungeon random encounters.

35 feet along the passage there is a split, they decide to keep advancing forward and double back when this passage ends [11:11].

Advancing another 50 feet [11:15] 1/6, they arrive in Room 36. They see 4 goblins dicing at a crude table. That’s all the incentive that is needed in that age and they rush forward, swords unsheathed. Celest rolls higher than Dounil and goes first, an excellent roll means she does 3 HD of damage, killing 3 of the goblins. In the fraying, Dounil kills the last. 20/16 = 1.25, or 1 XP for both their classes. Searching the room reveals nothing, [11:20].

But the noise has attracted footsteps from Room 34, two human guards enter and seeing the goblin corpses, move to attack. No automatic initiative here as the enemies initiated the combat. They go first, then Dounil and Celest. Neither hit, and Dounil kills them with a single charge. XP = 1, the bare minimum because 10/16 is a number that cannot be 0. [11:21].

Moving into Room 34, triggers wince-inducing echoes but no one is present 2/6. Advancing into the chamber to the great rising pillars show quarry work on floor and walls, to the west is dim light and to the east, the quarry entrance 3/6.

Advancing along the work cave for 120 feet means they must rest [11:52]. Dounil can see on his sketch map that the cave is made of these massive pillars, a tunnel to the south might lead back to room 37, but that’s a later problem. Another 60 feet takes them to a junction; they can hear and see workers to the south-west and a tunnel north-west.

Heading to the works, they see free men quarrying with no humanoids in sight, 2/6 [12:02]. Celest suggests they could be in on the conspiracy, as the guards were with the goblins. Dounil asks if the overlord said if locals worked here, Celest said he implied it but never said it. They decide to take the other passage. Backtracking and moving until they must rest brings them to the due west tunnel leading below, room 38. Seeing light and hewing to the north, they disregard it and head below 3/6 [12:12].

It takes them 10 minutes of creeping to reach the bottom and advance along their right-hand side towards room 41 4/6 [12:22]. They encounter 5 goblins, digging away as the miners above. The goblins are surprised and slain in 1 round. [12:13]. 1 XP for all.

Advancing to the south, the approach a 3-way junction, but stop to rest some 25 feet from it [12:23]. Advancing up to it, Celest detects the secret door. But they also see the light burring ahead to the west in Room 42. Advancing, it takes them a turn, 1/6, to reach the open chamber. Where their alert foes are waiting for them [12:43].

Ahead is the terrible pyramid, emblazoned with the eye Dounil has seen peering at him from robes and defaced mosaic. In front is a robed man, who greets them warmly. Dounil tries the standard tactic and hails him, proclaiming he has been to the temple and work progresses well. This is perturbing to the cleric, who expects them as foes considering the fighting, but Dounil might know his stuff. Nevertheless, the pair did attack the goblins.

The priest decides to test them and asks Dounil to give the four symbols for each cult. Dounil decides that he’ll win or won’t. So, he guesses; Fire-Triangle, Earth-Square, Water-Circle and Air-Diamond. That is blatantly incorrect and combat insures.

As there is no surprise and starting from weapons not drawn, the priest rolls higher initiative.

Round 1, the priest cases Cause Fear on Dounil, thinking he is the tougher foe. Dounil’s saving throw is 15 and he rolled a 17 with his +1 modifier, so he passes.  Dounil rolls 23 on the attack, 9 for damage and 2 on the Fray.  The Priest with 2 HD is dead.

But two strange creatures never seen by either hero emerge from the pool and advance (Mudtigers).

Celest attacks with her magical Fray and rolls 2, so one Mudtiger goes HD 2 -> 1. There is shouting from further to the south.

Round 2, Dounil moves to engage them with his sword and Fray, hitting the elemental beasts for 2 HD. Killing one and doing 1 HD to the other, HD 2 -> 1. The Surviving Mudtiger releases an electric burst, doing 2 HP damage to Dounil and causing his sword and armour to become magnetise for 3 rounds, HP 18->16. The mudtiger also tries to burrow below into the loose sand and mud. Celest is having none of it and uses her magical Fray again (a blue comet), doing 1 HD and killing it. Another cleric and six goblins emerge from the southern passage.

Round 3, a fresh round of initiative means all foes go, then Celest then Dounil. Who is still magnetised.

The cleric casts Command “Flee” on Celest. She just passes with a 14+1 thanks to her modifier. The 6 goblins strike at her with slings. None hit despite some high rolls as they have 1 HD and she has negative AC.

Celest charges forward, sword in hand and full of gumption. She is only level 1 so she can only use her magical Fray against the new priest who is a level 2 Cleric. The fray does 1 HD of damage, and her sword does 4 HD more. The cleric dies as does 3 goblins.

Dounil cannot join as the metal randomly magnetising on him halves his speed, he casts Fray instead, killing 1 more goblin.

Round 4, The goblins fail morale and flee towards 46. Celest is out of range to cast so she contends with tossing the bodies and Dounil rests and waits to return to normal polarity, HP 16->18 [14:51].

The goblins have nothing on them, and the two priests just have studded leather with bronze. Also, stone hammers which they think might have something to do with the mudtigers. They find two keys though, which they are eager to try.

Advancing in a combat ready stance, they find a spoiled coal cart and disgusting furs. Celest options to search the cart and Dounil the furs. After a turn they find nothing and are sorely disappointed [15:01].

Following the only passage to the east, they find the priests’ chambers and an open secret door to the junction, where the goblins circled around behind them in their flight. Searching this room turns up two more key rings, mundane writing implements and two locked chests under the beds. The keys from the bodies fit after several tries with the set of four and the chests contain: 3 unholy symbols made of silver (to be melted down), 260gp, 18pp, 6 bloodstones (15gp x 6) 3 potions that Dounil says look like his Potion of Healing and three vials of something herbal. They aren’t sure if they are poison or potion [15:21]. Celest is thrilled as it’s all hers.

They explore further, knowing those goblins were either on their way up to meet the miners (in which case the problem was alerting the supervisors) or was heading further down (to alert monsters). Coming to the junction, they look down the sinkhole that is room 49 but don’t feel like risking it [15:31]. They keep to the left-hand rule and progress ahead without taking the turn to room 47. After another turn of edging forward the come to an iron grating and barred door with a padlock on the bar and no hinges on this side, room 51 [15:31].

With a light briefly flaring ahead, Dounil says he will lift the door. That’s when the alert bugbear guard in the alcove to the south acts. Automatically surprising the pair, he thrusts his spear at Dounil when Dounil is attempting to force the door, without a weapon or shield. Hitting Dounil for 2 damage. This alerts the bugbear in room 52 who moves towards room 53.

Round 1, The Bugbear strikes again but misses. Celest casts her Fray but does no damage. Dounil keeps at it. With a -1 from the construction, he only just forces the door. The Bugbear from 52 has alerted the one from room 53.

Round 2, The bugbear strikes but misses. Celest does 3 HD back killing the bugbear. Dounil reequips his sword and shield.

Round 3, the two remaining bugbear guards advance with morning stars and the heroes rush to meet them. There is pyrotechnics aplenty with ranged magic Frays before the clash of weapons. The Bugbears go first but miss. The frays take off 2 HD and the swords 2 more, slaying the furry goblins, the pair stop to rest and loot. Dounil recovers his lost 2 HP and Celest finds nothing of value [15:44].

Advancing north, they see the alcoves slaves would be held in, they are empty and discoloured. Going over them, arriving at the sinkhole in room 50 and coming back takes 3 turns including the gross rest by the sinkhole [16:10].

It takes another turn to reach the end room in the east where the bugbears slept and another turn to loot it. Taking the obvious keys and shaking the furs down for nothing [16:30], 2/6.

Celest, feeling and seeing the urn holding live coals, dumps them on the floor looking for treasure that might be fire-proof. She overthought it as they realising coins are coming out with the ash of the other two. She asks Dounil if they should bring a mule in to carry the stuff, and he says he’s never thought to try as he can’t hide a mule.

Advancing up the cells in room 53, they find the miserable prisoners and a fit man who stands up with his shackles falling off. He is Kwon. Dounil ushers him aside and activates the Ring of Invisibility.

He proclaims he could kill this man right now mas a spy of the slavers, if the prisoners cannot verify, he is Kwon, the Overlord’s agent. The prisoners aren’t sure, but they do know he slipped into them before entering and has been exploring between roll head counts.

Dounil takes off his ring and apologises to Kwon, who is miffed but not too upset. Kwon knows there is quite a bit of natural cave beneath and the rotation of the quarry guards. Upon being told that Celest and Dounil are to see if he is in trouble, Kwon is happy to let them keep going. He’ll take the prisoners up top and rally with the quarry workers. Then they’ll escape as part of the end of shift. But it is almost time and the goblins are out at night. They try the keys and Kwon sets to unlocking the manacles.

As far as Kwon knows, the goblins stick to this level and the quarry. Only transporting slaves further below. The pair resolve to wipe this layer clean and the guardhouse before descending to the third level, they rest at the door [17:10] 2/6.

Setting off down again, the advance ahead of the rescued prisoners and Kwon, turning down the junction to room 47 [17:20] 3/6.

They advance less than 30 feet when the goblins miners rush out calling for aid behind the pair. The goblins surprise and now 4 attack while 12 advance, including the two who survived the fight in the temple/room 42. None of the 4 goblins hit in the surprise round.

Round 1, The goblins won the initiative with their ambush, so 16 attacks vs negative AC. One was 1 off from hitting Dounil, but none succeeded. Eleven goblins die from two lots of Fighter Fray and sword swings.

Round 2, the goblins check morale but pass, they are committed to making a stand here. Another almost hit on Dounil and Celest misses both Fray and swing, but all the goblins die. Looting the bodies turns up nothing and the prisoners escape up the tunnel [17:30] 3/6.

Advancing down the left side, so to the east away from the goblins they pass diggings, it takes a turn to reach room 48, where they stare with annoyance at the grating the stood on a they entered. Celest complains a dungeon is just a bunch of loops. Dounil says he is thankful this one isn’t a mess of disconnected tunnels that each need to be explored. They rest in the junction away from the smell of unwashed and now dead bodies [18:00].

A turn later they find what remains of the goblin barrack in room 46, and another turn to find nothing in the furs [18:20]. Celest, working herself into a dragon fever, starts kicking at the embers of the fire, as the last bunch of goblinoids hid their treasure in flames, these must as well. Dounil sighs and uses the shovel to dig a little under the embers, quite surprised to hear a clink of a hard surface [18:30]. They uncover 12 (quite warm) clay pots filled with quartz crystals and coins.

They advance again and spot the slope of a descending ramp [18:40] 4/6. Dounil and Celest mull over Kwons words. There were a lot more beds than the 22 goblins they have killed so far. And the quarry is guarded by the stockade above. They’ll attack that and come back later.

Celest and Dounil have found so far:

3 unholy symbols made of silver (to be melted down), 860gp, 18pp, 6 bloodstones (15gp x 6), 3 nice-looking urns (25gp x 3), 12 pots of unknown contents (900sp, 250gp, 10gp x 23 quartz crystals), 3 potions that Dounil says look like his Potion of Healing and three vials of something herbal.

They have killed 22 goblins, 3 bugbears, two level 2 clerics and 2 mudtigers for 350 XP. Which is 24 FXP and 22 MUXP for both.


Tuesday, March 31, 2026

Antarctica Adventure Jam Lower Peninsula Part 3

Counting the weeks, it seems I am two posts down, which doesn't match up with my counter but whatever, I need to post these.

### 219-167 Junction of the Rivers

210 in 3 markets. The Elves here are well aware of how others see them, having frequent trade with the Sword Zephyr Clan 218-167 and all along the River Peter. They live in several well-fortified complexes instead of scattered manors. Each mansion interlinked and surrounded by a garden with hidden dangers. Including a secret and forbidden colony of kobolds.

For the growth of their black melons, they rely on the skills of a community of 80 gnomes, who brought them from their homes under the Traditional Elves 224-170. The gnomes have gladly all been sentenced to death for this decision.

Pilate, E4 has a Sword +1, +2 vs Spell Users and a Shield +1

In the community chest there are three gems worth 100gp and 2 x 500gp

### 220-167 Rolling Slopes

210 people in 3 markets. Here is perhaps the most archetypal Moon Elf land. Mansions rest amid horticulture and vineyard that blend seamlessly with the wood line and the from the river, one could think this was untamed forest. The people here spend their extended lives engaged in magical study, the growth of lizard-skinned red cantaloupes and practising sword-dancing. The only blight was the running battles with the denizens of the Spike Swamp 221-166. River traffic is still inspected thoroughly but the day roads are not as well guarded.

Herod E7 is the River Watcher and bears more scars than a normal elf. He possesses a Ring of X-Ray Vision, Wand of Magic Detection and Sword +1 (+3 vs Dragons),

His community chest holds 4,000gp and moon gem necklaces worth 1000gp and 1100gp, for elf-creation rites.

### 221-167 Elf Valley

40 people in 1 market. This land was never well populated and after the population fled the latest orc attack a hundred years ago, the returning survivors were met with elven gardeners and converted. They haven’t grown much since, due to the requirements to become elves. But the Duke of the Lower Valley still considers the lowering slops to be his domain. Should the area somehow suffer a crisis, soldiers would be arriving with a few days, precipitating a standoff.

Pontus E6 guards the border with vigilance, would be merchants are told to go via the river.
her community chest holds 3000ep, Wand of Fear Chainmail +2 and Shield +2

### 222-167 The Castle on the Valley Ridge

2000 people in 2 markets. Here is the capital of Duke Munkus F6, and the Duchy of the Lower Valley. The duke takes pride in the stability of his realm and its place as the last bastion of decorum with the breakup of the kingdom. The Duie having placed the traditions of feudal authority where the Elves, Sun and Moon Cardinals have placed faith. Otherwise, there is not much to say besides the petty intrigues and mercantile goings-on. The Duke is eager to regain territory lost to the elves 221-167 and 221-168 and should the instability in the lands of the Moon Cardinal spread or the Sun Cardinal suffer an unfortunate end, he would mobilise to secure more land for the “sake of stability”.

Besides the silver ducal ring and sceptre. Duke Munkus possesses a Medallion of ESP 30’ and a Wand of Secret Door Detection he can’t use and will gift for a powerful alliance. He got them from his deceased grandfather, a Magic User of some renown.

### 223-167 Hill Watch

200 people in 2 markets. Here strands the vital towers which watches for threats across the sea, the Flats 224-166 and from the Moon Cardinal. While vital to the Ducy of the Lower Valley, the garrison has become hereditary and sedentary. With a few recruits cycled in and out each year to bolster Border Warden Mungo F3 and his well-armed militia.

### 219-168 River Drop
90 people live in 1 market. This out of the way settlement farms red and white pumpkins. Victoria E5 is a recent admitting to the ranks of the Elves and feels she is not trusted with a prestigious position despite having not only undergone the rites but excelled in her growth since. She keeps her plate mail, shield and handaxe by her side to impress. She is open to selling Moon Elf luxuries in one-on-one dealings and pocketing the proceedings.

Her community chest contains 2000sp, a Potion of Heroism, Ring of Protection +1 (5’ radius), Ring of Delusion, Shield + 1, Flying Carpet an a Rod of Cancellation.
As well as two Spell scrolls on waxed paper gourd rinds: (floating disc, invisibility 10’ radius, detect evil, hallucinatory terrain, knock) and (neutralize poison, protection from evil 10’ radius (c), sticks to snakes, striking, locate object (mu))

### 220-168 The Moonglades

210 people in 2 markets. The capital of the Moon Elves, it seems like it is always at least twilight beneath the spreading boughs. The mansions here form a dense maze of paths between hedges. Drawing in the tithes of food and goods produced by other settlements and turning out prayers and prestige. In the central Moon-Lit tower rests the Elven Cardinal of the Moon Asura, Deuteronomy E7.

He is troubled by constant pressures on every border and keeps his ducal ring and sceptre under a tree in the courtyard in a sealed box.

His chest contains the finest gifts and the treasury of the duchy: 4000gp gems worth 2 x 10gp, 50gp, 2 x 500gp, 2 x 1000gp and jewellery worth 1000gp and 1300gp for special occasions.

There is also the old hermit, Moonface C12, his old companions (wife and son) C3 and C5 and his grandsons F5 and F4. While all are still human, his grandsons are children of the nobility and will soon go through the rites.

Full writeup in Appendix E.

### 221-168 Garden Rise

45 people in 1 market. Here is a watchtower built to defend the Moon Elves against those who neither care for the moon or for the fey. To demonstrate this, this tower and surrounding wall is decorated with lunar signs and surrounded by a riotous garden of herbs and poisons. Nevertheless, Simon E3 conducts quiet trading on the side to those who would rather not pay the dues on fairy goods in either duchy.

His community chest merely contains a Crystal Ball and a folio of spell scrolls. Half on waxed gourd rind and the other on vellum.

(growth of plants, hallucinatory terrain, mirror image, haste, levitate), (resist fire, dispel evil, continual light (continual darkness), resist fire, dispel evil), (web, protection from evil (mu), protection from evil (mu), locate object, teleport) and (mirror image, protection from normal missiles, water breathing, dispel magic, telekinesis)

His private chest contains 12000sp and 5000gp.

### 222-168 Orcsbane Castle

1000 people in 1 market. Generations ago, many orcs met their doom here on an ill-fated raid against the Duchy of the Lower Valley. The home of the cunning and ambitious Lord Bustopher F7. He has no time for his brother Duke Munkus’ obsession with courtly decorum and Elven border disputes. The Elves aren’t giving it back. What he has in mind is far greater. Hi cousin, the human Cardinal of the Moon Asura 221-173 is too blind to see his grip on his duchy is sliding away. Bustopher is secretly gathering mercenaries but knows his brother will react badly if found out.

He needs some likely people to steal the ducal ring and sceptre from the Cardinal and open the way for Lord Bustopher to sweep the orcs and the Cardinal out. He offers 2000gp per adventurer, from his hoard. If his Girdle of Giant Strength is stolen, he will pursue the thieves as far as his forces and money will reach.

Hoard: 1000cp of orc treasure, gems worth: 7 x 10gp, 4 x 100gp, 14 x 500gp and jewellery worth: 500gp, 600gp, 2 x 700gp, 1000gp, 4 x 1100gp, 1200gp, 1400gp and 1600gp.

### 223-168 Slope Tower

200 people in 2 markets. A watchtower is now the home of Border Warden Mungo the Younger F3 of the Duchy of the Lower Valley. Youngr brother of Mungo of Hill Watch 223-167. Named in case his brother died of a childhood disease, Mungo has stood in his brother’s shadow his whole life. Even his domain is the same size and suffers the same sedentarism. However, Mungo has a small community of 35 Halflings to farm the rolling slopes with horse gourds. Letting him believe that he is a better steward. He tries to pass them on to all visitors and merchants.

### 224-168 Goldwater

1000 people in 1 market. Here is where Sealand 224-269 of the Duchy of the Moon crosses the Opera River. The problems of the uplands are concerning, but until the levies are called, life will continue as normal. With ships in the dock and caravans in the inns. Lady Meg T8 has done a deal with the Hellions and their leader Munku MU10, to build a fort of 90 soldiers to help guard the river mouth. Hellion barges run up the Opera and caravan across the plains to reach Strap’s fort 218-169.

Full writeup in Appendix C.

### 218-169 Peterturn

45 people in 1 market. Here is the furthest flung outpost of the Moon Elves and is home to only the wildest of their kind. They don’t even have a proper leader, rotating between whoever can demonstrate the flashiest magic. They mostly defer to Strap F10 of the Hellions, as his fort of 150 is the stronghold for the land. Here is the principal trading post for those of the upper peninsula.

Full writeup in Appendix C.

### 219-169 Podland

70 elves in 1 market. This borderland is devoid of the dense tree-cover the Moon Elves like, so the few fortified mansions cluster in a continuous wall of brick, earth and thorns against all commers. Though the rises look beautiful as they grow striped peas here. The elves are always armed against orcs and rovers.

Magdalene E6 keeps the community chest in her bedroom: 12000sp, Potion of Diminution, 2 x Crossbow bolts +2

### 220-169 The Moon Wights

200 people in 2 markets. Rovers who have aligned themselves with the Moon Elves. There is a constant exchange of candidates for the fey rites and worldly plains. Their current leader is Jenny F6, who pushes the Moon Elves to strike across the plains at visible foes.

### 221-169 The Biting Wind Clan

100 people in 2 markets. The elite of this Rover clan ride manticores (20) into battle. Promising either livestock of the bodies of the dead depending on if they fight men or orcs/goblins. Not very friendly except when they go to trade with others. Shunning traders who visit.

### 222-169 Corner of the Plains

100 people in 2 markets. Here is the nowhere place, a claim by the Duchy of the Lowr Valley, to establish a boundary. The people here are descendant of those who were sent away in lieu of a sentence, and happily serve as a centre for smuggling. To keep the raiders at bay, they live in earth-walled villages and subsist on long pod peas.

### 223-169 The Land of the Lion

400 people in 1 market. A surprisingly dense settlement, they live in fear. Not only of the discord upriver, but of the many prides of lions who live in the region. These peninsula lions are grey and once roamed far beyond the peninsula.

### 224-169 Insect Water

2000 in 2 markets. The lower part of the Opera’s mouth. This more urban landscape tries to avoid the brackish, insect marshes at the opening and lies more upriver. Under the authority of Ubaldo C5. It is concerning to visitors but not to locals, that all animals bow to the sea when they see and face it.

### 219-170 Sloth Country

All avoid this land if they can, even the orcs unless they come in great numbers. A troop of 25 Sloth Squash (AAJ Bestiary p.30) lair here amid the overripe gourd trees. They must have come here during the Before times or emerged from the rampart cultivation of the Elves.

Scattered in their lair as playthings and curios are the treasures of their victims: 9000sp, 4000ep, 3000pp in rods, gems worth: 2 x 10gp, 50gp, 4 x 100gp, 2 x 500gp and 2 x 1000gp.

### 220-170 Wild Folk
When one speaks of berserkers, one thinks of benighted coasts where the far ocean whispers and roving killers burn their own villages. But the life of an orc is much the same, promising freedom for those who come to a life of violence and hate. And so here stand a mass of tents and pit houses for 130 Berserkers. Some will become orcs, others will simply kill. No Red Wyrms of Rage.

If one was to empty every stinking shelter, they would find 3000cp in broaches and buttons and gems worth 10gp and 500gp.

Sunday, March 29, 2026

Unisystem to Cyberpunk 2020, Resident Evil vs Edgerunners

While digging around various Unisystem adaptions, I ended up wondering if there was a Cyberpunk 2020 one. As that opened the door to a lot more threats than goons and the animal out of Chromebook 3. Although strictly speaking, the RPG system in Cyberpunk 2020 is calle Interlock, rather than being purely bespoke.

This would let me access all the variable things from All Flesh Must Be Eaten and particularly the Resident Evil fan-netbook (RE:Genesis) that circulates across the internet. But first I needed to find a conversion process.
I conveniently found one for All Flesh Must Be Eaten, Deadworld 2021. I really should have saved the landing page, but for the point of my conversion, these were good enough.

https://web.archive.org/web/20041115090417/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_weapons_tech.htm

https://web.archive.org/web/20041115083816/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_cyberware.htm

https://web.archive.org/web/20050221060251/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_zombies.htm


Credit to whoever made these.

 

I just did some reversing and eyeballing to come up with the stat to stat conversion equations.

Since Unisystem also used stat + skill + 1d10, I just applied the Shadowrun conversion number (x1.666) to change the 1-6 results into 1-10. Then fiddled with them to get the right spread.

Originally, I did a formula:

Stats were rounded to the nearest whole number and 2 is added if the result is 1-4 (becoming 3-6) excluding if the stat is 0 or less

BODY = STR and CON are converted to 2020 numbers separately. With CON having accounting for any extra Dead Points about the normal 15. by dividing the extras by 5. Once you get more than 15 (+3) extra I divided by /10 for the remainder, so the numbers don't get too big. 15 in Unisystem being 25 in Interlock. The final tally is averaged.

This proved too unwieldly because Unisystem assumes 2 = competent (Interlock 6) but Unisystem 6 = Interlock 10, human maximum. I ended up using a simpler chart, erasing the last several days of work on this and making my third revision:

1 = 3, 2 = 6, 3 = 7, 4 = 8, 5 = 9 and 6 = 10

After than I tried to get it so 12 = 20, which returned us to a normal 1.666 multiplier from before for scores over 6

BODY was still an average of the Cyberpunk 2020/Interlock score with Dead Points still effecting CON

INT is both INT and TECH for those Zombies which can use tools. There is a slight disconnect here, with many zombies having negative INT. This was resolved as followed, a INT of 0 or less means a Zombie has an INT of 1 and not TECH score.

PER ended up just being Awareness, as there is no core awareness/Wisdom stat in Interlock.

Pushing Will from a sort of Charisma/Force of personality thing to COOL

Speed in AFMBE is Dex + Con x 2 (miles) or x 3 (kilometres), divided by 2 to get yards/meters per turn (1-5 seconds) and multiplied by 3 to get running.

That matches up pretty much with MA (meters per round, x3 for running)

Zombies tend to have fixed speeds though, so the normal score of 8 in Unisystem compared to 6 in 2020 gets a multiplier of 0.75.

Skills were recalculated the same way to fit 2020 numbers.

If I was to do this for Cyberpunk RED, I’d go back to the start and rework these all again

 

The sample homebrewed zombie below had a few additions. In general, I don't hold the idea of living zombie being fully immune to conventional firepower, so I employ a Battletech idea. A zombie who has two hit locations destroyed bleeds out eventually (Timeframe at the Referee's discretion).

The description said Damage Resistance (halve damage) but also said this was the result of the Decentralized heart emerging, so I stuck to the 2020 version.

The spine weak point and the regeneration remain unchanged from AFMBE.

Damage remains an issue, multiply Bite 1d4 by STR gets a range anywhere between 1d4 x 1 (1-4) to 1d4 x 6 (6-24), enough to bite through what the conversion rated Light Armourjackets and like all slashing/stabbing weapons in that game, doubles penetrating damage

Some Cyberpunk 2020 melee weapons halve SP, but it's not consistent and 2020 generally rates melee attacks as not very good (unless martial arts).

I was suggested damage for teeth should be 1d6 or 1d6/2+1 since 2020 leans more on realism.

Anytime I present an alternative with a # at the start are more tone-based damage which is higher than what might be "realistic “for a zombie.

 

Biotechnica Zombie

A horrible nano-bot firmware glitch affecting people with both Muscle & Bone Lace and Skinweave.

BODY = ((STR 6 = 10)+(CON 4+((20-15)/5) = 5)/2 = 7.5 = 8

REF = 2 = 6

INT = 1 = 3

TECH = 1 = 3

COOL = 2 = 6

MA = 4 x 0.75 = 3

EMP = NA

LUCK = NA

ATT = NA

Skills

Awareness = 1 = 3

Brawl = 2 = 6

Melee = 2 = 6

Attack Bite 1d6/2+1 (#1d6+3) or with Weapon

An alternative idea would be to up all damage as a Bite in AFMBE is D4(2) x STR, the same as a Large Knife. Rippers are considered to be the same as a Large Knife in this adaption.

Therefore, you could upgrade the Bite to 1d6+3 and so take any claws would get upgraded to Slice N'Dice damage, 2d6(AP for consistency) or Wolvers, 3d6(AP).

BTM -3 DAM +2

Skinweave SP 12

Weak Point - Spine: Only Called Shots/Destruction of Torso can stop it

Decentralized Heart +2 to Death Save to Torso

Regenerates 1 Damage per round

Can use simple tools and traps, possesses long-term memories and animal cunning, eats organs, doesn't spread

 

Now that’s out of the way, let’s get into the Resident Evil monsters. Only the classic 1990s ones, Cyberpunk is a very 80s and 90s game and theme. I am cheating though by adding Crimson Heads from the 2002 remake of Resident Evil, but that is to bulk out the humanoid section. I was going to do 1 post per game, but I spent so long redoing the conversion math repeatedly, we will do this by theme instead. No real attempt a lore here, it’s your games.

Monsters that were or were partly human.

 

t-Virus RULES

Any Bite/Scratch that breaks the skin or causes ingestion transmits the infection, the victim takes 1d6 damage every hour or 1 per day with incidental infections such as droplets (Resist with diseases and bio war agents for 1d6/2 damage) until death occurs by any means. Within the next hour they reaminate as zombies. Symptoms appear when Wound boxes reach Serious.

 

Zombie/Modified Zombie

BODY 5

INT 1

REF 3

COOL 3

MA 2

Skills

Notice +3

Brawl +6

Bite 1d6/2+1 (#1d6+3)

Vomit 1d6 Acid 1m range

BTM -2 DAM 0

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn (yes 2020 has 10 minute turns in the corebook)

Must Eat Flesh Daily, Spread via Bite

 

Crimson Head Zombie

BODY 8

REF 7

INT 1

COOL 3

MA 14

Skills

Notice +3

Brawl +6

Athletic +7

Bite 1d6/2+1 (#1d6+3)

Claws 1d6+3 AP (#2d6 AP)

BTM -3 DAM +1

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Weakpoint - Fire: Cannot develop from zombie if immolated, takes double damage from fire

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to intiative that round

Must Eat Flesh Daily, Spread via Bite, animal cunning

 

Crimson Head Zombie Prototype

BODY 8

REF 7

INT 1

COOL 3

MA 14

Skills

Notice +6

Brawl +9

Athletic +7

Bite 1d6/2+1

Natural Armour SP 4

Bite 1d6/2+1 (#1d6+3)

Claws 1d6+3 AP (#2d6 AP)

BTM -3 DAM +1

Natural Armour SP4

Does not make Stun Saves

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Weakpoint - Fire: Cannot develop from zombie if immolated, takes double damage from fire

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

Must Eat Flesh Daily, Spread via Bite, animal cunning

#The RE: Genesis netbook claims it can cause airborne t-Virus infections if in proximity to those of low constitution. If that is chosen, any unsealed foes will become infected if they are in melee contact with the infected for more rounds than their BTM as a positive number.

 

Licker

BODY 4

REF 6

INT 1

COOL 1

MA 3 (2 while climbing)

Skills

Awareness +7

Brawl +7

Athletics +6

Claws 1d6+3 AP (#2d6 AP)

Tongue 2d6 2m (As a Slice & Dice)

BTM -1 DAM -1

SP 12 (If the sample zombie had Damage Resistance that halved all damage to represent Skinweave, it might as well be consistent)

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

#Take a Lickin' - Instead of the tongue as a distinct weapon, the fanbook considered it as a special ability.

From a pool of 9, roll a 1d10 each time it is used deduct that from the pool, if this results in a negative number, it becomes damage. The deducted points are the number of d6s rolled for the tongue damage, with +3 damage added.

Occasionally eats flesh, animal cunning

 

Clawed/Evolved Licker

BODY 9

REF 6

INT 1

COOL 1

MA 3 (2 while climbing)

Skills

Awareness = +7

Brawl +8

Athletics +6

Claws 3d6 AP

BTM -3 DAM +1

SP 12 (If the sample zombie had Damage Resistance that halved all damage to represent Skinweave, it might as well be consistent)

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Can effectively sense any living thing within 30m of itself

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

#Take a Lickin' - Instead of the tongue as a distinct weapon, the fanbook considered it as a special ability.

From a pool of 9, roll a 1d10 each time it is used deduct that from the pool, if this results in a negative number, it becomes damage. The deducted points are the number of d6s rolled for the tongue damage, with +3 damage added.

Occasionally eats flesh, animal cunning

 

Hunter α

BODY 10

REF 7

INT 3

COOL 3

MA 14

Skills

Awareness +7

Brawl +7

Athletic +6

Claws 2d6 AP (#3d6 AP)

BTM -4 DAM +2

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +14

Occasionally eats flesh including animals, animal cunning

 

Hunter β

BODY 10

REF 7

INT 3

COOL 3

MA 14

Skills

Awareness +7

Brawl +7

Athletic +6

Dodge +7

Claws 2d6 AP (#3d6 AP)

BTM -4 DAM +2

Natural Armour SP 4

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, For skill purposes this is +14

Occasionally eats organs including animals, animal cunning

Has a tendency towards playing with it's food, might pause for a round before killing target

 

Hunter γ

BODY 12

REF 7

INT 3

COOL 7

MA 14

Skills

Awareness +7

Brawl +8

Swimming +6

Claws 2d6 AP (#3d6 AP)

Unhinged Jaw 6d6 (#4d10)

BTM -3 DAM +1

Weak Spot - Fire: Takes double damge from fire

Chomp - By taking two rounds to unhinge it's jaw, the Hunter can do 6d6 damage with a bite

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Is blind and relies on other senses

Daily eats organs, animal cunning

 

Chimera

BODY 9

REF 7

INT 3

COOL 6

MA 14 (2 when climbing and 1 while crawling on walls/ceilings)

Skills

Notice +7

Brawl +7

Athletic +6

Claws 1d6+3 AP (#2d6 AP)

The semi-parasitic maggots living on its regenerating, necrotised flesh do 1d6 damage (ignoring non-sealed armour) (#ignoring armour) to anyone in melee range

Must Eat Flesh Daily, animal cunning

 

Tyrant (T-002 Model)

BODY 11

REF 7

INT 1

COOL 1

MA 14

Skills

Awareness +12

Brawl +8

Dodge +7

Talons 3d6 (AP) (#4d6 AP)

BTM -5 DAM +4

Does not make Stun Saves

Weakpoint - None: Only total dismemberment can stop this creature, and it must be total

I disagree with this, the Tyrant has a massive secondary/exposed heart Weakpoint - Heart would be better, requiring damage to the Torso

Can effectively sense any living thing within 70m of itself

I also doubt this, but it was part of the original AFMBE write-up

Fear - Automatically initiates Facedown rolls with an effective Rep of 7 and suffers no ill-effect from losing

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

Does not need to eat (presumably it's filled up on nutrients in its tank), is created through surgery, animal cunning

 

Tyrant (T-103 Model)/Super-Tyrant [T-103R]

BODY = 11

REF = 3 [6]

INT = 6 [1]

Tech = 6 [0]

COOL = 1

MA = 2 [3]

Skills

Awareness = +12

Brawl = +9 [+12]

Intimidation = +9 [+0]

Athletics +6 [+0]

Punch 1d6+3 (#2d6)

Will attack twice if possible

[Talons 3d6 (AP) (#4d6 AP)]

[Can attack twice a round with no penalty]

BTM -5 DAM +4

Power Limiter Coat, All but head SP 14 SDP 42, Listed value of 400 split like Dead Points

When the Power Limiter is Destroyed, the Tyrant mutates into a Super-Tyrant

Does not make Stun Saves

Weakpoint - None: Only total dismemberment can stop this creature and it must be total

[Weakpoint - Heart: Only Called Shots/Destruction of Torso can stop it]

Can effectively sense a pre-programed target(s) within 70m of itself [Stops]

Does not need to eat (presumably it's filled up on nutrients in it's tank), is created through surgery, problem solving [Dumb as dead wood]

 

 

Nemesis-T Type

Stage I

BODY 25

REF 7

INT 6

TECH 6

COOL 3

MA 14

Skills

Awareness +12

Brawl +9

Heavy Weapons +8

Punch 1d6+3 (#2d6)

Tentacle (Melee) 3d6 and t-Virus infection

This infection appears to spread slower according to the netbook, the roll to resist is made every 3 hours but causes 2 wounds if failed, with 3 total failures resulting in death and reanimation

Militech Scorpion 16 Surface-to-Air Missile HVY -1 N P 7D10 1 1 1,000 VR

BTM -7 DAM 1d10+2

Coat (All but Head and upper part of Right Arm) SP 14

When reaching Mortal levels, Nemesis retreats and metamorphoses into Stage II

Can effectively sense any living thing within 70m of itself

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +17

Regenerates 1 Damage per round

Does not need to eat presumably it's filled up on nutrients in it's tank), Can speak limited amounts, problem solving

 

Stage II

BODY 22

REF 7

INT 6

TECH 6

COOL 3

MA 14

Skills

Awareness +12

Brawl +10

Punch 1d6+3 (#2d6)

Tentacle 4m 3d6 (#5d6) and t-Virus infection

BTM -6 DAM 1d10

Weak Spot - Chemical (Acid): Will not be rendered inanimate unless acid is applied to body, is reduced to quivering mound of necrotic flesh for 1d6/2 x BODY minutes then transforms into Stage III

Tattered Clothing (Lower Abdomen and Legs) SP 8

Can effectively sense any living thing within 70m of itself

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +17

Regenerates 1 Damage per round

Does not need to eat presumably it's filled up on nutrients in it's tank), Can speak limited amounts, problem solving

 

Stage III

BODY 21

REF 3

INT 1

COOL 1

MA 2

Skills

Awareness +12

Brawl +10

Tentacle 4m 3d6 (#5d6) and t-Virus infection

Can attack two separate targets per round

Spitter 2m 2d6 Acid (#3d6)

BTM -6 DAM 1d10

Weak Spot - None: Only total dismemberment can stop this creature, and it must be total

Can effectively sense any living thing within 70m of itself

Weekly eats flesh, animal cunning