Beruflich Dokumente
Kultur Dokumente
Version 1.0
Red Harvester
Defense Value: -0 (tentacle -30) Endurance: 70+d100 (tentacle 26) Movement: 5m Initiative: +3 camouflaged or -3 once engaged Attacks: 3: Bite and 2 Energy Blade tentacles Strike Value: 01-80 Damage: Bite d8+8+ Digestive Enzyme/
pear from seemingly nowhere and reap a bounty of flesh. This odd, hideous worm-like creature inhabits dense terrain areas were it can conceal itself from the sun and larger creatures, but so too, to ambush passing prey. Although called a red harvester, its natural coloration is whatever surrounds it, as it has chameleon like powers and can go entirely undetected into the vegetation and junk. When hungry or its territory is intruded upon, this ferocious, slithering monster becomes a brilliant red color, its eyes gleam brilliant blue, and two or more long, slick purple tentacles erupt from its sides and extend toward its next potential meal. At the tips of these disgusting, oily tentacles are brilliant emerald colored, perforated bone wedges, which glow when the creature is excited and give off a neon green glow, illuminating everything within a 9 meter radius of the beast. Because it is slower than most other animals, including unarmored humanoids, the harvester relies on concealment and surprise to get close enough to targets to strike. Additionally, older, more experienced specimens have learned to employ dead end corridors, ravines and wooded hollows to allow prey creatures to pass by before it reveals itself, cornering its victims before advancing on them.
Its bite can inflict a terrible wound, and the salvia from its yellow, ringlike mouth expels digestive enzymes. These enzymes begin to break down flesh after a successful bite attack is made; the victim suffering two points of endurance loss, due to tissue degeneration, for d6 rounds, per bite inflicted. The red harvesters truly unique and most dangerous attack mode is, of course, its tentacles. These purple, snake-like tubes can extend up to 9 meters out of the harvesters bloated body. The gleaming green tips of these blades are used to stab and slash at creatures. Adversaries of the harvester can elect to try and use a bladed weapon to hack off the tentacles, especially the gleaming green tips, which are defense value -30
Red Harvester
and can take 26 endurance damage before being severed and thereafter useless to the creature. Although dangerous and lethally sharp, the energy blades also discharge some sort of shocking, neurological disruption charge. Anyone hit by one of the green blades must make a willpower based, type D hazard check or suffer a random affliction from the following list. The same victim can experience multiple afflictions, however, re-roll duplicated results.
Red Harvester
mine which new personality this character has adopted, which replaces previous personalities for 20+d20 days before the old, familiar nature of the character gradually returns. Without access to the personality table, a GM can roll d10 here for a quick new personality, which manifests at once: d10: 1. Blood-thirsty/ 2. Catty/ 3. Docile/ 4. Fearless/ 5. Immature/ 6. Lawless/ 7. Nagging/ 8. Prankster/ 9. Show-off/ 10. Wimp. 71-75. Hallucination: The game master should not disclose that this is a mere hallucination, but rather something the afflicted character actually experiences. The vision can be relayed to the player of a hallucinating character by passing him or her a note, or taking the player aside and describing the scene. Of course, the following random selections are just a sample, and the actual setting and layout of the encounter area might require a different description. The all-convincing imagery remains for 10+d20 rounds and the GM may want to add more than one occurrence. Random hallucinations, roll d10: 1. Dead comrades, as well as long gone family friends and pets start to erupt from the ground and walls and stare back at the hallucinator, saying nothing./ 2. Another red harvester is on the scene, range 3d6 meters and closing fast./ 3. The area around the character is filling up with blood, raising 1cm per second!/ 4. Bones, either already present on the surface, or else buried in the ground, begin to burst up and assemble into animated skeletons and stomp toward the viewer in a threatening fashion, trying to strangle and grapple the character./ 5. The characters skin begins to melt and peel off, dropping away and revealing bones beneath. Strangely, there is no pain involved in this quick rotting process./ 6. Comrades, pack mates or other allies begin to turn into rotted corpses, complete with maggots encrusting their peeling skin. The stench is awful, and the decaying allies moan like plague victims./ 7. The characters legs and arms erupt into flame! The pain is excruciating!/ 8. The character sees his or her loved ones behind the red harvester, calling the hallucinator to come closer to them, pleading with outstretched arms, yet their voices muffled and their words inaudible./ 9. The character happens to notice huge, 5 centimeter long, bright blue ants all over his or her body! Looking down, the PC sees that he or she stands on some sort of ant nest. Hundreds of the insects bite and sting the character. After 3d6 minutes of this painful horror, the ants fall away and disappear into the ground. / 10. An angelic being, made of gold, white feathers and light, smiles back at the PC from just the other side of the red harvester. It calls the characters name, promising him or her all the bliss of heaven, to stop fighting and come home to God. The harvester seems to disappear as the glow of the divine, loving radiance sweeps forward and caresses the character. The illusion fades if the character is struck again, or, after 3d6 minutes have passed. 76-79. Hear Sounds and Voices: The wounded person notices no other immediate affliction and may fight on or flee as desired. A minute after, though, he or she then hears something unexpected. Audible hallucinations continue for 3d6 minutes, roll d6: 1. In the distance, the character discerns the sound of trumpets and the voices of shouting men approaching./ 2. From someplace unseen, behind the red harvester the character can plainly hear a baby crying, then the sobbing of a woman!/ 3. The characters parents are heard telling him or her just what a failure he or she has become, how disappointed they are with the PCs career choice, companions and mates. They scold the character so relentlessly that he or she is put at a serious disadvantage in a fight, being -10 strike value to attack others, while being sloppy in his or her defense and +10 SV easier to hit./ 4. Somebody, most likely a fellow character, is shouting Flee! Retreat! Run for your lives! If the character is alone, then it is from somebody nearby, but out of sight, possibly a parent or former officer./ 5. As if things werent bad enough! Somebody is shooting at the character and his or her comrades! Every round, the sound of a gunshot goes off and the din of an occasional ricochet as bullets come inbound at the PCs position. The character cant see a shooter or actual bullet impacts. / 6. The red harvester taunts the character, even using his or her name. The thing seems to be speaking as its circular, sphincter-like mouth spits out foul threats, cuss words and promises to make the character suffer the worse, slowest death imaginable.
Red harvesters are normally found alone, and seem to be intolerant to others of their kind. The exception to this is during the fall when they gather to spawn and move as a pack to exploit new food supplies, lay eggs, and claim new territories for their kind. They lay eggs in both living and dead flesh, which grow to adulthood in about 4 years. Also see result 12 of Delayed Side Effect on the Red Harvester Energy Blade Afflictions list, above, for a disgusting example of how these creatures can replicate.
Red Harvester
Although a worm, the red harvester is very much like a pit slime in some respects. It is able to squeeze through holes much smaller than its bulky form would normally permit, with a 30cm opening all that is needed for this beast to wriggle in after prey. Although able to fit in such small openings, including most ventilation ducts, its tentacles cannot deploy unless it has at least a meter in diameter to occupy; however, it can still bite those it overtakes. Because of its chameleon-like powers, the red harvester can remain hidden with ease, and if full, might not even wake when excavators or other food animals pass by its location. If hungry, and it initially wins the initiative roll, consider the harvester to be met at point blank range, such as right alongside the character group, or even amid the party as they step over what they initially thought was a mound of rubble or
Mutation List
Roll d10
17% of all Red Harvesters exhibit a mutation, determined from the following list:
1. Additional d2 energy blade tipped tentacles. 2. Mouth and eyes at both ends of the beast, allowing it to make
a second bite attack if surrounded, or forced to pursue creatures who get passed it and into a very narrow passage of 30cm or more in diameter. 3. Glue-backed: This specimen oozes a glue like substance all over its back, which over time has allowed rocks, rubble, scrap metal, bones and other hard objects to adhere to it and give it even better camouflage (now +5 initial initiative) but also extra armor protection of -30 DV. 4. Covered in thorns: Similar to the thorns on a rose bush, this specimen is covered in black bony ridges that are razor sharp and strong as iron. The animal gains -10 defense value, and if bit by another creature, the biter is considered attacked at strike value 01-70 for d8 damage. 5. Poisonous Flesh: If successfully bit, the biter receives a gush of toxic blood back into its mouth and must make a type A, endurance based hazard check, or pass out after d6 rounds and die 2d6 rounds thereafter. Administration of an anti-toxin injector will be 84% likely to save the victims life. 6. Spring Jumper: This oddly shaped red harvester has several lateral, stubby appendages which with it can spring off the ground once every fourth round, travelling 9 meters horizontally to either esH
cape, or go up and over prey to corner them. It can also spring directly up, such as when trying to leap a wall or project itself into a second story window. Its vertical jump distance is 6 meters high. If landing on a target, the subject is considered attacked at SV 01-80 and suffers 3d20 stun damage. However, a clever target might extend a spear, sword or other pointed object to try and impale the oncoming harvester, with any successful strike on the beast having a 33% chance puncturing the red harvesters brain stem and instantly killing it. 7. Shooting Spines: When not deployed, these mismatched, grey, 30cm long spines lay flat along the animals back and look like grass or old wires. When the harvester is on the attack, however, it will hang back from initially going into melee to fire d8 spines each round, all at one random target within range. Each spine has a strike value of 01-50 and inflicts d10 damage on a hit. The red harvester can fire a total of 60 such spines per day with a range of 24 meters. 8. Sword Tailed: This especially long red harvester has a meter long, serrated bone blade at its tail. It can arch its rear over its main body and, much like a scorpions stinger, use it to hack and stab at targets. The sword has the same SV as the things bite (01-80), but does d20+8 damage on a strike. 9. Big Fella: This red harvester is bulkier than normal, having an extra 50 endurance and its bite inflicting d12+12 damage on a successful bite. 10. Huge Harvester: This monster has 100+d100 extra endurance points, moves +3m per round faster, an extra pair of energy blade tentacles, and its bite does d20+20 damage on a strike.
Free downloadable PDF for SOE (Society of Excavators) members and the gaming public. Learn more at www.mutantepoch.com . Created By William McAusland Copyright 2013 Outland Arts.com All Rights Reserved. For personal use only.