High Valor is almost finished--editing (and corrections) are moving along. In the mean time I've been working on Derelict Delvers, here are some of the ATR entries: I need some more ideas on common dungeon dwelling denizens who need to be Sci-fi modded for this game.
Augs:
Augs are augmented humanoids, created by some previous civilization, they appear very much like common humanoid lifeforms only somewhat more bestial. They have snouts, tusks, have no hair and a sickly gray skin hue. Aug's modifications make them so they are dangerously violent although shows of strength and force may frighten them off. They are opportunistic scavengers and warriors and will kill with little reasoning.
Population Appearing: 3-18
Morale: 8
Defense: 15 DR: 3 (Spacesuit)
Attacks: 1 by weapon
Strike Chance: +4
HP: 2d6 (8)
Experience: 10 each
Biomorphs
Biomorphs are alien protoplasmic lifeforms that can assume the shape of any organic creature from the 15cm/5" to 300cm/10' They assume the natural attacks (claws, teeth, acid sprayers) of the shape or creature they assume. However they retain their armor and damage from their natural form.
Population Appearing: 1-2
Morale: 10
Defense: 25 DR: 5
Attacks: 2 (By form, 1d8+1)
Strike Chance: +10
HP: 5d6 (20)
Experience: 200
CyberWolves. Cyberwolves usual appear as normal members of their prospective races, until a signal hidden on some hyperspace channel activates where their biosynthetic flesh tears away and they
become monstrous rampaging beasts who have no mercy or remorse. It is unknown how these creatures are manufactured. It is believed to have been some black science developed by rogue Ancients, now utilized by the hateful robot armies that wish to spread terror amongst organic life forms. Cyberwolves are not easy to detect, as their components are biomimetic, and resembled unusual, but organic biology to most sensors. Cyberwolves do not know they are cyberwolves until activated and interviews with dying and psychically controlled wolves reveal their reluctance to do harm, but an uncontrolled urge to kill and slaughter is programmed into them that so far has been found to be nigh impossible to alter. Despite the holos, cyberwolves do no resemble actual wolves so much bionic simulcra that looks half humanoid and half bipedal predator.
Population Appearing: 1-4
Morale: 11
Defense: 22 DR: 7
Attacks: 3 (2 Claws 1d8, Bite 1d12)
Strike Chance: +8
Experience: 300
Cyberwolves transform when signaled too but the programming is complex, it can send them to cover its crimes and revert to its humanoid form and not remember any of its depredations. The signal varies for each Cyberwolf but is likely to trigger on some standard time interval. (Always at 2100 standard, Once a week at 0200, and so on.)
Robots:
Dreadbots
A commonly found robot type, they look very much like a humanoid skeleton made of metal. Though it is hypothesized that this is to spread fear, the machines are most likely simply mimicking their original creators in order to make use of technology designed for humanoid use. Dreadbots are usually armed with a Beam Rifle that is wired into their power source and a wired in Beam blade (These devices require a Repair check DC15 to remove.)
Population Appearing: 2-24
Morale: None. Fight until destroyed.
Defense: 12 DR: 5
Attacks: 1
Strike Chance: +3
HP: 2d6 (10)
Experience: 10
Nanowraiths
Nanowraiths are advanced robots that are made up of thousands of microscopic machines that hover in a gas like form. Their exact purpose is unknown, but seems to have been one of maintenance or cleaning. They are usually found aboard Ancients ships, but are sometimes subverted by other artificial life and turned to a dangerous synthetic lifeform
Population Appearing: 1-6
Morale: None. Fight until Destroyed.
Defense: 15 DR: 5
Attacks: 2
Strike Chance: +5
HP: 5d6 (30)
Experience: 280
Nanowraiths attack by engulfing a foe in a tendril of mist like material and tearing them down on a molecular level. This attack does 1d10 damage and is treated as if it had the Ignite attribute
Nanowraiths are immune to physical and most energy attacks. They can't be harmed by bullets, beams, missiles or the like. They take half damage from explosions. They simply warp their structure around such attacks. They can be hurt by Flamers and plasma weapons, and of course effected by Ancient weapons of +2 or greater due to undetermined features of such devices.
Warbots:
Warbots come in a variety of shapes and forms each designed to inflict damage on the warbots enemies. They may be found throughout formerly occupied Ancient sectors and are a terrible hazard for explorers
Population: 1-3
Morale: None fight until destroyed.
Defense: 18 DR: 8
Attacks: 3
Strike Chance: +8
HP: 11d6 (55)
Experience: 800
Special:
Warbots can have modified Defenses, DR, and attacks chosen from innumerable variations. The stats here are for a typical warbot found among the ruins. To change this simply raise the Defense, DR, Strike, or HP by 1d6, for each increase add 100 XP to its award, for any similar decrease reduce the XP awarded by 100 (minimum of 200)
Also choose a weapons package:
Assault Warbot
2 Autofire Beam Guns 1d10+1 damage (Cannot be removed), 1 Medium Missile Launcher: 4d6 damage in 21'/7m radius
Containment Warbot
2 Heavy Flamers, 1 Light Missile Launcher: Tranguilizer Gas Missiles 21'/7m Radius
Infiltrator Warbot
3 Beam Rifles, Inviability Field: +18 to Hide checks, Sabotage/Control systems as a 4th level Engineer.
Scout Warbot
2 Beam Rifles, 1 Needler (Tranquilizer Darts) Save vs DC 12 , Inviability Field: +8 to hide checks.
Support Warbot
3 Beam pistols, Repair other units (1d6 HP per round)
Androids
Rare and terrible, androids can pass for organic lifeforms without an advanced scan of their brain and central nervous system. They are created to have synthetic but organic seeming organs. So well designed they even bleed, feel pain, and can fake emotion. Androids however, serve the sinister purposes of the robots, and answer only to their own desires and perhaps to distant AI Masters. Often Androids will manipulate organic life to aid them in their insidious plans.
Population: 1
Morale: 18
Defense: 15 DR: 5
Attacks: 3
Strike Chance: +6
HP: 10d6 (50)
Vermips
A species of widespread vermin Vermips combine the worst traits of a piranha, crocodile and cat, they are reptilian humanoids of small stature with a wide maw filled with razor sharp teeth, an endless appetite, and the ability to digest nearly anything they can bite off and swallow. More uniquely Vermips are a lifeform based silicon, although they resemble traditional carbon based lifeforms.
They still breath oxygen, but can survive in a vacuum for up to a standard year, are resistant to heat and cold, and their blood is highly corrosive. No known predator exists that can digest a Vermip. Fortunately Vermips are cowardly, and can be driven away from a give location with force. Attempts to communicate with vermips results in taunting and snickering whichdespite all attempts have been undecipherable.
Population Appearing: 5d6 (5-30)
Morale: 6
Defense: 12 DR: 2
Attacks: 1 (Bite: 1d6)
HP: 4 (1d6-2 min 1)