These are mood setters to explore the setting and give some more odd memorable encounters. A bit of a mixed sweets today
any subjects I need to do more on?
more monsters?
more automaton sexy clockwork assassins?
trains stuff high-priority now
AC +6 HD 8 (40hp) Unarmed x2 2d8 Morale 12 (8 if alone) Mov 12
They may also grab or punch or kick as use a weapon +4 damage bonus
-one hand hold gives +2 to hit further attacks vs the held target, each round after d8 damage
-two hands hold, +4 to be hit while held, automatic 2d8 as target torn in half,
Requires +2 weapons to harm, regenerates 1hp per round except vs fire or acid
Severed parts after battle might be a menace AC+3 HDd4 Punch d4 or grab
Electricity does not harm them but acts as a haste spell for a d4 round after a hit
Equipped with a leather helmet with a chin strap and trunks with straps over shoulders but mostly naked. Often carry a short haft large large-bladed spear made of solid steel. Good for throwing like a javelin but does 2d8 and for hitting enemies like burning elementals best not touched by hand. Require beyond human attributes to use
Made by the black sphere initially in vat-grown protoplasm then later from human body parts rendered down into protoplasm or recycled tissue. The process became cruder and more out of control and is now rarely seen. At the height of the apocalypse war, they wiped out most of the armies of the world and almost depopulated the continent of humans. Mad in batches called gangs are sent on search and destroy missions and kill any moving thing larger than a rat on a patrol route or t then resume searching or if instructed await orders. Their extensive mind link allows to cover more ground to scout then swarm to attack together. The longer they are used the more likely the mindlinked gang go insane. Once this happens they go on an out-of-control killing spree like a river of angry flesh. The recycled ones broke down faster and were vulnerable to mutations while the pure-plasm ones are more resistant. Some lasted longer on guard duty without violence or alone. Their flesh is useless for necromancy due to alchemical vat treatments.
Some say the psychic utterances and cries of these beings called Xor to the world - a universe of living flesh that eats other worlds. Legend says the trolls we know now wiped out troll civilisation before the gods and giants and dragons were even fighting.
A Quad is a minimal gang of four
A section is eight
A squad. with 16 is a squad
bigger groups are increasingly dangerous and they may turn on the masters
They don't have officers or commanders with them but one per squad will have an antenna for sending brief reports to the home base and receiving orders. Berserk units tear the antenna out or eat the comms unit.
d6 Varients
1 Fresh pure-plasm formed and mindwiped and frozen between missions by gnome handlers. Wear iron cuirasses and helmets AC+8 plus extra spears and sometimes will carry bombs and morale 12
3 Recycled freshly in service unit as standard on mission morale 12
4 Bloodied and still obedient, some scarred, a few improvising and using weapons even just hurling them. Morale 11
5 Veterans are sketchy and more individual in appearance and behaviour, some with guns and homemade weapons like trench clubs
6 Berserk are insane and kill everything till they are killed Morale 12 +2 hit and damage fight to -10hp
Ones in decline are sent on more dangerous missions like d4 1=chaos behind enemy lines 2=lead a wall breach 3=charge a position 4=guard isolated places
Failing Morale tests accelerates their chance to crack up
Incongruant orders -1 morale
Deathguard vs Deathguard -1 morale
Lose half the death guard or the gang loses half hp
Sole unit in a gang -2 morale
Aerial or artillery bombardment -1
Survive the awful gory battle surrounded in blood
First breakdown save vs confusion 2d4 rounds and telepathic link breaks
Second and later save, they become berserk and begin craving flesh and blood even though they do not need to eat but heal 1hp per person or medium fresh corpse they eat
Some loners survive and resist a second save roll here
d6 Deathguard Lone Survivor
1 Sick of violence and wanders away looking for peace and isolation possibly at high altitudes where humans can't breathe. Immune to berserkerism and will take lots of hits before sprinting away to recover
2 Fetal position sobbing and ignoring the world would be happy if it was buried (but then goes berserk if it is dug up later)
3 Questions violence and dedicates itself to killing potentially violent beings it encounters for peace. Immune to berserkerism and will take lots of hits before sprinting away to recover
4 Wander off and find some books and spend months becoming miserable philosophers in a cave or ruin and wearing clothes and 1in6 learns to speak or write, Immune to berserkerism
5 Wants to join human society and convince people it means no harm without speech by mime. If rejected with violence it makes a morale roll to avoid going berserk
6 Finds a hide and becomes a slow stalking methodical killer who craves human flesh and brand and looks increasingly weird and hairy. Immune to berserkerism
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This is some stuff to set the vibe when entering thee wastes and first few trips.
Once in the wastes you can see the wall around the base of Chagrinspire half crumbling ruin and smothered by mud. Most people in the continent can see the middle section and sometimes the top
The second table is weirder scary encounters which may lead to knowledge of the secrets of Chagrinspire
1 Scavengers searching through garbage stop and stare at passersby and will flee if spoken to or approached (some bands don't trust outsiders)
d12 Weird Encounters in the Wastes of Chagrinspire
1 Hear screaming men, explosions and guns. Animals uncomfortable. Anyone with any spirit sight might sense the dead soldier's spirits re-enacting an ancient battle (which might be horrifying and require a fear save if you can see it)
2 Hear an explosion and some screams. See several black sphere made flesh golems run towards some dust or smoke in the distance. If you look where they were there are the remains of torn-apart adventurer corpses and equipment mostly smashed but valuables left and possibly some magic (this is to make these horrors a feared presence for the future)
3 See the earth crack and earth fall into the opening d4 1=sinkole into a buried ruin 2=a trench system and dugout entrance is exposed 3=ancient tunnel or sewer system collapsed 4=guargantuan fleshbore worm size of a bridge raises IRS head and roars then departs






