Showing posts with label New Races. Show all posts
Showing posts with label New Races. Show all posts

Friday, June 12, 2015

DEMONOID PHENOMENON: LOUNGE LIZARD


Puttin' the "dino" in "dy-no-mite!", you're the original party animal...like, prehistoric, brother.  You get down tonight and every night, and have been since your ancestors first bumped, hustled, and roller-skated out of the primordial goo.

Your bulgin' eyes and skeevy scales ain't no sweat, as your lamé and leisure suits keep you headcrest-deep in foxes and superfreaks.  And being the go-to guy for "pharmaceutical assistance" to dance the night away means you're everybody's friend.

Sure, you may get too high on your own supply and have "busy claws" with the honeys, but it's not your fault.  That's right:  blame it on the boogie.


Lounge Lizard  (New Playable Race)
Free Ability:  Love Machine (+2 Charisma)
+2 Abilities:  Shake Your Groove Thang (Base Pace 10)
+1 Abilities:  Loves The Nightlife (Low-Light Vision), Parties Hearty (Immune to Poison)
-1 Abilities:   Saturday Night Fever (-4 to resist cold effects), Sleazy (Quirk)
-2 Abilities:   Can't Stop The Music (addicted to  "snout candy", Habit (Major))



Friday, June 5, 2015

DEMONOID PHENOMENON: DINOCORPS


You're a one-ton killing machine that combines prehistoric instinct with modern firepower.  Makes no difference if you're fanged, beaked, or duck-billed—you love the smell of gunpowder and the sanguinary mayhem it accompanies.

Yeah, you find it hard to get along with the hairless apes, but they love having you on their side...at least until the battle's over.  They just don't have the stomach for how you dispose of your foes...leaving more meat for you.  And that's why you're back on top of the food chain, soldier!


Dinocorps  (New Playable Race)
Free Ability:  Trigger-Happy (Quick Draw)
+2 Abilities:  Dinormous (Size +1) (x2)
+1 Abilities:  Horn / Claw / Spike / Maw (inflict Str +d6 damage), Marksman (starts with Shooting d6)
-1 Abilities:   Lumbering (Pace 5), Terrifies Puny Mammals (-2 Charisma)
-2 Abilities:   Angried-Up Blood (Vengeful), Dinoath (Code Of Honor)













Thursday, July 24, 2014

DEMONOID PHENOMENON: TEENAGE MARTIAN

Man, the militaristic, despotic grownups on your homeworld are totally squaresville...so that's why you took off in your saucer to the ginchiest planet in the galaxy:  Earth!  And it sure looks like this bomb-blasted wreck of a world could use your technological know-how!  

Good thing you dragged your beloved psi-pet along for the ride, because you need someone to watch your back in this kooky place.  And better get your hands on some of that "toilet paper" everyone covets so much, because what it is with being a Martian and the constant headcolds?

[Teenage Martians are derived from Corey Reid's Teenage Hot-Rod Werewolves From Mars!]



Teenage Martian  (New Playable Race)
Free Ability:  Martian Tech (Arcane Background:  Weird Science, 10 PP)
+3 Abilities:  Mini-Martian Pet (Minion, Telepathic Link) [built from Super Powers Companion 2e]
+2 Abilities:  Brainy (start with Smarts d6)
-1 Abilities:  On The Run (Racial Enemy: "Bad" Martians), Over-Thinker (as Cautious), Sickly (as Ailin' [from Deadlands:  Reloaded])
-2 Abilities:  Stranger In The Strangest Land  (as Clueless)












Saturday, April 26, 2014

DEMONOID PHENOMENON: GILLSAPIEN

When The Thunderkiss flushed the world down the toilet, you and your fishy ilk came surging out of the seas, lagoons, swamps, and sewers.  

Some of you want revenge in the name of Mother Earth.  Some of you want to conquer the surface world.

And some of you simply want to settle down with a nice airbreather and hatch some tadpoles. (Y'all finheads suffer from "lubber fever" sumthin' fierce, you see.  There's no shame in it.)

Just remember to drink plenty of fluids...and, no, liquor doesn't count.  You wish, scales-for-brains.


Gillsapien  (New Playable Race)
Free Ability:  Aquatic (cannot drown in water; moves at full Swimming skill; free d6 Swimming)
+2 Abilities:  Scaly (+1 Toughness), Up From The Depths (start with Vigor d6)
+1 Abilities:  Claws-N-Jaws (inflict Str+d6 damage),
-1 Abilities:  Wetter Is Better (-4 to resist heat effects)
-4 Abilities:  Dehydration (must immerse in water for 1 hour out of every 12 or become automatically Fatigued until Incapacitated; perishes the day after)