From: Subject: Varmits of the Weird West Date: Wed, 12 Oct 2005 21:53:51 -0700 MIME-Version: 1.0 Content-Type: multipart/related; type="text/html"; boundary="----=_NextPart_000_004A_01C5CF77.6E827B30" X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.2180 This is a multi-part message in MIME format. ------=_NextPart_000_004A_01C5CF77.6E827B30 Content-Type: text/html; charset="Windows-1252" Content-Transfer-Encoding: quoted-printable Content-Location: http://www.geocities.com/TimesSquare/Dungeon/3492/critter.html Varmits of the Weird West var PUpage=3D"76001072"; var PUprop=3D"geocities"; = =

Critters!

=

Fetch

Aka - Will O Wisp, FireFly, Sprite

This fantastic creature has not so much been created by the Reckoners = as by=20 the Reckoning itself, and is more of an interesting by product = than an=20 Abomination designed to cause fear. The Fetch does, however, cause major = irritation, but if pushed too far can be quite dangerous. The creature = is=20 actually a supernatural flying insect which survives by absorbing = magical=20 energies from the Hunting Grounds - be it from spells and such or from = Relics of=20 power - and seems to be indigenous to swampy or humid areas. As a = consequence of=20 it's magical contact the creature can give off a powerful, brilliant, = magical=20 glow of it's own which, when touched, proves dangerous. This brilliant = glow=20 varies in size depending on how "fed" the insect is, and the glow is so = bright=20 it covers any trace of the creature at it's core - leading most to = believe that=20 the glow itself is the creature. All sorts of stories and rumours = have=20 grown up around Fetches - from them being helpful guides around swamps = and other=20 dangerous areas, to them being mischievous sprites who delight in = pranks. The=20 truth is that all a Fetch wants is magical energy, and lots of it. For = without a=20 supply of energy from the Hunting Grounds the insect will eventually = die.
A=20 Fetch can detect magical sources from up to a mile away (such as = Hucksters and=20 people carrying Relics) and will find and taunt any magic users into = casting a=20 Hex or Spell at them, which the Fetch then feeds from and grows larger. = Stubborn=20 Hucksters or Black Magic users are often goaded into casting a spell at = the=20 Fetch by it giving them a "playful" zap with it's own magical powers, = which can=20 even be fatal if the creature is off significant power!
All in all = the=20 creature is considered a nuisance by most and is usually found on trade = routes=20 to New Orleans, Las Vegas and other gambling towns where Hucksters often = dwell...

Apeparance
When glowing the Fetch appears as a ball of = intense=20 light, varying in colour from vermillion to bright white to ultramarine. = When=20 the Fetch's glow is "off" it looks like a flying insect, no more than an = inch=20 long and dull brown in colour. If one were to look closely enough at the = insect=20 they would see it's eys glow with pinpricks of stored magical = energy...

Statistics

DEFTNESS 1d6, NIMBLENESS 3d12, QUICKNESS 2d12, STRENGTH 1d4, VIGOR=20 1d8
Dodge 5, Fightin:Brawlin' 1, Sneak 5 (with "lights" off)

COGNITION 2d8, KNOWLEDGE 1d4, MIEN 2d8, SMARTS 1d6, SPIRIT = 5d12
Zap (Cog)=20 4, Trackin':Magic 6, Search 3, Area:Swamps 3, Overawe 1 per Size,=20 Survival:Swamps 2, Ridicule 5, guts N/A

WIND 20, SIZE 0.5 (bug), 1-8 (with glow), PACE 18 basic, TERROR = 3+SIZE (only=20 when glowing)

Special Rules

Zap - The Fetch may Zap a target within 5 = yards,=20 causing d6 damage per size of it's glow (a Fetch of size 5 would cause = 5d6=20 damage) this counts as a magical attack and costs the Fetch a point of = wind and=20 an action. It rolls against it's cognition to hit and normal targetting = rules=20 apply. The Zap is deflected by mirrors and other fully reflective = surfaces

Glow - Touching a Fetch's glowing shell saps it of 1 point of wind = but causes=20 1d6 dmage to the over-curious individual for every point the Fetch has = of Size.=20 The damage is counted as magical and is done to the part of the body = touching=20 the Fetch, like an electric shock. The Fetch may turn this glow on and = off at=20 will, but while glowing can provide light over an area of 5 yards per = size.

Immunity - The Fetch is totally immune to all magical attacks and = spells, be=20 it Black Magic, Hexes, Miracles, Shamanic Favours etc. Casting a spell = on a=20 Fetch (including Miracles) will actually increase it's size by 1 and the = Fetch=20 replenishes d4 wind!

Relics - A Fetch can also feed from the power held within a Relic. If = the=20 effects of a Relic can be used on the Fetch (such as hitting it with a = holy=20 Tomahawk, or throwing magical powder over it) then the Fetch actually = benefits=20 from the effects as detailed above for spells. The creature can also = drain a=20 Relic of it's power by trying to envelop it in it's own glow and = remaining there=20 for 5 minutes. A Fetch who does this has it's wind completely restored = and=20 increases it's size by between 1 and 5, depending on the power of the = Relic

Weaknesses - The Fetch can be killed as normal, bullets, explosions = etc will=20 all kill the insect hovering at the core of the glowing ball but to hit = it with=20 a bullet one must roll a d20, a score 20 being the bug itself (which is = totally=20 obscured by the glowing ball - so called shots are impossible but raises = on the=20 hit roll influencing the d20 as usual). If the bug has it's glow turned = off for=20 some reason then it may be hit as normal, the firer suffering -8 to hit = for a=20 target so small. Easier ways of killing the bug are as follows; Drowning = will=20 kill the creature, and totally emersing it in water will shut off it's = glow for=20 1d4+1 rounds. If the Fetch is shown a mirror it will attack it's own = reflection=20 on a failed Smarts(5) check, Zaps being reflected back at itself = using=20 it's own Zap roll to hit. If the Zap is reflected back and hits = it's own=20 glow then the bug must make stun check at TN 7, failure means it loses = it's glow=20 'till the Fetch recovers. Exposure to bright sunlight wil also destroy = the=20 Fetch's magical glow

Dying - The Fetch's size decreases by 1 level per hour until 1, and = it loses=20 1 point of wind per day - at zero the Fetch will die. The only way the = Fecth can=20 restore wind is for it to absorb magical energy...


Monk Calf

Aka - Doom's Herald, Nature's Abomination

According to history the Monk Calf was the deformed offspring of = cattle in=20 17th century Europe. At that time Europe was undergoing many changes and = times=20 were hard, the Catholic religion was taking a bashing, plague and the = Black=20 Death had killed off literally millions, and many believed the end of = the world=20 was nigh. This fear was further excited by the advent of the Monk = Calves,=20 twisted and deformed with a bald patch on their head (hence the name) = and were=20 believed to have been sent by God as a sure sign that the world would = end soon.=20 Needless to say the abominations were killed as quickly as possible and = all=20 reports of deformed births were kept quiet by the church.
Alas, with = the=20 advent of the Reckoning in 1863 this creature has been recreated by the = evil=20 masters of the Hunting Grounds to spread fear throughout the world. The = creature=20 is no longer simply a helpless reject but a fully fledged abomination = with=20 terrible powers, it is physically very weak and lacks great mobility but = has the=20 power to assault a persons mind and shrugs off most normal attacks - = it's main=20 weakness is its bald crown, if this area is hit in combat it may be=20 killed.

Description
The Monk Calf is the size of a normal = newborn=20 calf but with twisted features, a bald head, sharp teeth, and is usually = very=20 slimy (having just been spawned from it's parent Cow - which it usually = eats) it=20 doesn't walk too well at first but still has the instinct to kill and = terrorise,=20 even at a few seconds old. Unlike most abominations the Monk Calf is = born of=20 natural creatures, the Reckoners simply fertilise the female cow with = evil and a=20 few days later the Calf is born...

Statistics
DEFTNESS 1d4, NIMBLENESS 1d6, STRENGTH 2d8,=20 QUICKNESS 3d8, VIGOR 2d6
Fightin':Brawlin' 3

COGNITION 2d4, KNOWLEDGE 3d6, MIEN 2d12, SMARTS 3d10, SPIRIT 3d12 =
Overawe=20 3, Ridicule 2

SIZE 5, ARMOUR 2, PACE 4, TERROR 7 (or 11 - see below),WIND 18, = DAMAGE=20 bite=3Dstr+1d6

Special Rules

Armour - The Monk Calf's fur is like a veil of evil which cannot = be seen=20 but provides it with protection from harm, the only unprotected place is = it's=20 bald crown which can be hit on a -8 called shot, or a 50/50 chance of = being hit=20 if shot in the head.

Mind Attack - The creature can spend an action attacking a = person's mind=20 by making an opposed spirit roll, if the creature wins then the target = loses the=20 difference in wind, if the target wins he is unaffected by the attack = that=20 action. The range of this attack is 25 yrds, but the Monk Calf may elect = to=20 affect all targets within that range instead, but needs to net a = raise on=20 each target before they lose any wind (ie Monk Calf rolls 21, targets = roll 3, 7,=20 13, 18, 22, 25. Each loses 13, 9, 3, 0, 0, 0 wind respectively)

Reputation - Anyone who sees the Monk Calf and passes an = Occult(7)=20 check will recognise it as a herald of impending doom and must make an=20 incredible(11)guts check, rather than using it's Terror of 7.

Fear Level - The mere presence of a Monk Calf raises an area's = Fear Level=20 by 1. If the Monk Calf is destroyed, of course, the Fear Level drops = back down=20 again. The Fear level does not increase by 2 if there are 2 Monk = Calves=20 in the area...

Weaknesses - The beast is affected by the Protection Miracle and = related=20 Miracles. It also never grows stronger or older, as most normal calves = do,=20 rather it stays in it's newborn state waiting for prey to scare the = bejesus out=20 of.


Devlin

Aka - Ashen Zombie, Fire Elemental, Hellfire Demon,

This "Abomination" is actually the physical manifestation of a Fire = Spirit,=20 straight from the Hunting Grounds. It is an evil spirit which manifests = itself=20 as a human sized/proportioned living flame and usually only inhabits the = hottest=20 deserts and the depths of the earth. With the Reckoning, however, they = have been=20 drawn to the Weird West to wreak chaos and destruction. They rarely show = up in=20 their natural form and instead prefer to take a host body to avoid = drawing=20 attention to themselves, they can inhabit any living creature of horse = size or=20 smaller if they first kill the victim. The Devlin is certainly a = dangerous=20 creature but fortunately it doesn't get on well with it's own kind, so = finding=20 groups of Devlins is rare.=20

Fire Spirit form
Whilst in it's natural state the Devlin is = about=20 6ft tall and composed entirely of hot flames, whether yellow, orange, = red, or=20 even green the flames are still quite capable of burning somebody alive. = The=20 Devlin cannot survive for long away from a fire source (such as a = bonfire or=20 forest fire) and so needs to find a host soon. The Devlin loses 1 wind = per round=20 that it is away from a natural fire source (although stronger versions = lose wind=20 less frequently), if it's wind is reduced to 0 in this way it must = return to the=20 Hunting Grounds for 100 days to = recouperate.

Staistics
DEFTNESS=20 3d8, NIMBLENESS 3d12+2, STRENGTH 0 (no mass =3D no force), QUICKNESS = 2d12+2, VIGOR=20 2d8
Throwin:Flames 3, Fightin':Brawlin' 3, Dodge 4

COGNITION 2d8, KNOWLEDGE 1d4, MIEN 4d12+4, SMARTS 1d4, SPIRIT=20 1d6
Demolition 4, Overawe 4, Bluff 2

SIZE 6, PACE 24 max, TERROR 11, WIND 14, DAMAGE (as per fire rules in = Deadlands Rulebook - between 1d12 and 5d12 depending on how consumed a = target=20 is!)

Special Rules

Flame Streams - Whilst in Fire form the = Devlin may=20 choose to throw a stream of fire at a target, costing 1 wind and 1 = action. The=20 fire causes 3d12 damage (all wounds being applied to random locations), = it has a=20 range of 5 yards.

Immunity - The Devlin cannot be hurt by normal attacks, even = magical=20 attacks such as Soulblast only cause their wind damage as the creature = is made=20 from burning gases. Fighting the Devlin with fire will actually = add d6 to=20 it's wind as it is momentarily fuelled!

Water - The Devlin is vulnerable to water attacks, but anything = less than=20 a bucket full will evaporate, a bucket of water thrown over a Devlin = will cause=20 d6 wind damage, submerging the Devlin in water (or dirt) will send it = back to=20 the Hunting Grounds for 100 days

Feeding the Flames - A Devlin will have it's wind restored at a = rate of=20 d6 per round until fully restored if it can reach a fire source and = merge with=20 it, the fire source needs to be at least twice as large as the Devlin = itself,=20 and started by something other than itself (the Devlin may not set a = house on=20 fire and then use the fire to regenerate!)

Fire Touch - The Devlin may set fire to any flammable source it = touches,=20 if it hits in combat it causes 1d12 damage per success and raise when = rolling to=20 hit, wounds applied to random locations - targets get no defence bonus = as the=20 creature's blows cannot be blocked!.

Protection - The Devlin and any host it inhabits is affected by = the=20 Protection Miracle, or other such Miracles

Host form
To take over a living body the Devlin must first = kill=20 it's victim, usually by consuming it in flames, and then hide inside = it's belly,=20 a host will appear slightly burned (the devlin can reverse some of the = damage=20 inflicted to the hosts skin) and can walk and talk as normal, although = the=20 Devlin has no access to the Host's memories. The host's skin is hot to = the touch=20 and any clothes worn may smoulder slightly. For some reason a Devlin in = a host=20 form likes to use a whip or lariat in combat over more traditional wild = west=20 weapons, me - I'd rather use a shotgun...

Statistics
DEFTNESS 3d8, NIMBLENESS 3d8, STRENGTH 4d10, = QUICKNESS=20 3d8, VIGOR 2d8
Flame Gout 2, Fightin':Lariat/Whip 4, = Fightin':Brawlin' 3,=20 Sneak 3

Mental traits as in Fire Form, except MIEN=3D4d10

SIZE 6, PACE 8/16, TERROR 7, DAMAGE as normal - STR

Special Rules

Fire Breath - the host may gout flame out of = it's=20 mouth, costing d6 wind and 1 action, the effects are the same as Flame = Streams=20 when in fire form

Combustion - The Devlin may choose to combust the host at any = point,=20 destroying the host and causing 2d12 damage to all targets within 5 = yards=20 (wounds applied to random locations). The Devlin must then find another = host

Immunity - The Host takes no wind damage in combat from normal = attacks,=20 and suffers no pain modifiers. If a Host is destroyed it combusts and = the Devlin=20 is freed, if it reduced to zero wind then the Devlin must vacate via the = hosts=20 mouth

Water - The host still takes damage from water as if it were = acid, a=20 bucket full causes 1d6 wind and 2d6 damage for each location soaked

.=20

Blood Scorpion

Aka - Vampire Scorpion, Crimson Spider, Sand Scorpion

This nasty little creature lives in the remotest parts of the desert = and=20 looks much like your everyday scorpion, only this thing grows up to 2 = feet long,=20 is blood red in colour, and will give you a bit more than just an = annoying=20 sting! The Blood Scorpion keeps to it's namesake by feeding on the blood = of=20 living creatures and then laying eggs in the wound so it's young have = something=20 to feed on at birth. The scorpion's favourite trick is to prey on = sleeping=20 creatures (or people) and feed on their blood after injecting a weak = anesthetic=20 to null the pain. Afterwards it may lay eggs in the small wound which = are hard=20 to remove. Anybody disturbing the Blood Scorpion as it feeds will = probably get=20 themselves a nasty (and often fatal) sting from the creatures powerful = tail. The=20 good news is that Blood Scorpions tend to be solitary, being found in = pairs at=20 most. The bad news is that there have been reports of an even bigger = version of=20 the creature living deep in the badlands of Arizona and Nevada...

Statistics
DEFTNESS 1d4, NIMBLENESS 2d8, STRENGTH 2d4, = QUICKNESS=20 2d8, VIGOR 3d8
Fightin':Brawlin 2, Climbin' 2, Sneak 4, Tail Strength = 2d8=20 (not 2d4)

COGNITION 2d8, KNOWLEDGE 2d6, MIEN 2d6, SMARTS 1d6, SPIRIT = 1d6
Search 3,=20 Trackin' 2, Area:Desert 3, Overawe 2, Survival:Desert 4

SIZE 2-3, TERROR 7, PACE 6, ATTACK - Pincer=3DSTR+1d4, Tail = Barb=3DTail STR+1d4,=20 ARMOUR 1

Special Rules

Poison - Anyone taking a wound from a tail = attack=20 stands a 75% chance of being poisoned (d4 roll of 1-3), if this happens = then=20 they must make a Vigor(7) check at the end of each round for d6+2 = rounds. If=20 they pass they lose just 1 wind, failure indicates a loss of d6 wind, = going bust=20 loses d20 wind. If wind is reduced to zero then subsequent Vigor = checks=20 for the poison are at TN 11 as the target is unconscious.

Blood Sucker - If the Blood Scorpion is left to feed unmolested = it will=20 drain 1 wind of blood per minute. Most scorpions require 5-10 mins of = feeding,=20 larger or hungrier ones may feed for up to 20 minutes. Sleeping = characters will=20 be awoken by a Blood Scorpion feeding on them if they pass a = Cognition(5)=20 check (Light Sleepers automatically wake up) but must then make a = Guts(9)=20 check as they see the huge insect chomping on their leg...

Egg Laying - If one of the creatures is able to safely lay eggs = in the=20 victim it is feeding from then it will. The eggs are exceedingly itchy = and give=20 a -1 penalty to all actions for the host (including mental = actions). The=20 eggs hatch after 1d6+3 days and cause a serious wound to the region as = dozens of=20 baby Blood Scorpions claw their way out. The eggs can be prematurely and = safely=20 removed on an Medicine:Surgery(7) check.

Water Sense - These creatures would not survive long in the = desert if it=20 weren't for their ability to find moisture. They have an almost = supernatural=20 ability to find fresh water and can find any within a 5 mile radius if = they pass=20 a Survival(3) check. Of course, any bright posse member could = follow the=20 creature (or track it) to find the water source for himself.


Buffalo Beast

Aka - Minoutaur, Shaggy Beast, "Great Buffalo Man" (in = Siouan)

Just thought I'd try and put some "meat" to that picture in the=20 Deadlands Rulebook which shows Indians battling with some chunky = Minotaur=20 beastie.
Well, it's my understanding that the creature is a new = abomination=20 created by the Reckoners to terrorise the poor plains people of the = Coyote=20 Confederacy. The creature is half man, half buffalo - not unlike the = Minotaurs=20 of ancient myth - which actually feeds upon plants and veg, not meat, = but will=20 violently defend their territory and herd. The beasts tend to move in = very small=20 groups of up to 12 individuals, usually all related to each other and = have=20 proven to be fairly intelligent. It is even rumoured that some = enterprising=20 tribe has begun training the animals as either beasts of burden, or even = creatures of war. Certainly a wild beast could not be trained in such a = way, but=20 a young Buffalo Beast could concievably be "tamed". Freak shows and = circuses are=20 reported to be paying up to $250 for a live young 'un. Whoever tries to = capture=20 one had best be prepared to deal with its angry parents.

Statistics
DEFTNESS 2d4, NIMBLENESS 4d8, STRENGTH 2d12+6, = QUICKNESS=20 6d6, VIGOR 2d12+6
Throwin':Rocks , Climbin' 1, Dodge 1, = Fightin':Brawlin'=20 4

COGNITION 2d6, KNOWLEDGE 3d6, MIEN 2d8, SMARTS 1d10, SPIRIT = 2d8
Overawe 5,=20 Survival:Plains 3, Survival:woodland 2, Guts 4

SIZE 10-15 (largest on record is 15ft tall), TERROR 9, PACE 12/24, = ARMOUR 1=20 (due to shaggy hide), DAMAGE stamp/punch=3DSTR+1d4 gore=3DSTR+2d6

Special Rules

Training - It is possible to train one of = these=20 animals from birth but considering it takes them 2 years to reach = maturity it=20 hardly seems likely the posse would ever do this, although others may = have=20 already started...

=20

Return to = The=20 Bestiary

3D1=20
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