Friday, October 30, 2015

"WHAT'S NUKED, SCOOBY-DOOMSDAY?" — CUTLER



Congregating near "graveyards" of sunken ships and beached hulks, cutlers are the soggy, centuries-dead corpses of Ancient aquanauts reanimated by colonies of intelligent algae.  Their quasi-living husks pulse with unholy radioactivity.

Cutlers feed on the fluids of their victims, which they leech through weedy, vampiric tendrils.  A cutler with prey in its coils may still pummel other targets without penalty.

Cutlers can be communicated with via telepathy, but their dark thoughts are peppered with salty expletives from both human vernacular and the secret language of plants.



Cutler
Attributes:  Agility d6Smarts d6Spirit d8Strength d10Vigor d12
Skills:  Fighting d8Intimidation d8Notice d6Stealth d6Swimming d8
Derived:  Pace 5Parry 8Toughness 11 (3)
Special Abilities
  • Alien Intelligence:  Not susceptible to Fear, Intimidation, or Tests Of Will.
  • Aquatic:  Pace 8.
  • Armor +3:  Rubbery suit, plus thick overgrowth.
  • Constriction:  With a Fighting attack, a cutler may entangle and immobilize its victims in strands of leeching seaweed.  The round it strikes and each round thereafter, the cutler inflicts STR +1d4 crushing damage and 2d6 desiccation damage.  After the first round, the target may make a Strength roll at -2 to break free; other characters may attempt to free the victim with a Strength roll -4.
  • Fear -2:  A cutler's garish glow triggers Fear checks at -2.
  • Invulnerability:  Immune to fire-, heat-, and radiation-based attacks.
  • Luminosity:  Those targeting a cutler at range get +2 to Attack rolls.
  • Radioactive:  Anyone within a Small Burst Template centered on a cutler must make a Vigor roll each round just as if they were in a high-radiation area [Savage Worlds Deluxe, p. 89].
  • Sonar:  Ignores any and all obscurement penalties; can sense in a 360° radius, negating Gang Up bonuses.












[Inspired by Scooby-Doo, Where Are You! episode #2, "A Clue For Scooby-Doo" (1969)]

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