This supplement will be very short, and I'm working on it literally right now. It's gonna be called "Perils of the Wastes," and it will add a dose of weirdness to any Other Dust campaign.
Perils of the Waste will detail about 60 new monsters, possibly more, for use in any Other Dust campaign. Divided between technological threats, mutant aberrations and alien monstrosities, plenty of weird, yet familiar, creatures can stalk the halls of your ruins.
I'm also going to detail some super-futuristic traps and hazards, such as laser grids, sewage spills and more.
Each "section" of creatures will also have details to play some new Other Dust races: the Rootfolk (already published in this blog), cyborgs and aliens. Hell, I may even throw in some experimental alien tech.
Below are the first three monsters for the "Technological Terrors" chapter: the Cell Spider, Cerebrum and Chromehound
No. Enc: 1
Skill Bonus: +1
Cell spiders are crafty robotic creatures about the size of a palm. They look similar to spiders, but they are robotic, only have four legs and no distinct head. They have a minor shapeshifting ability that allows them to temporarily look like any hand held device, such as a cellphone, dataslab or a GPS device. A perception roll of 11 or higher will reveal the creature for what it truly is.
When the cell spider sees the moment is right, it will snap out of its alternate form and begin violently burrowing into the holder. Its target is the brain, and it takes 1d4 rounds for it to reach it. If the cell spider ever reaches the brain, it instantly kills its host. For every round in between the spider’s voyage, the victim takes 1d6+2 damage. The cell spider can be “dug out” with a knife or other sharp object, but this requires a successful Physical Effect save. If successful, the cell spider is removed and the victim takes 1d4 damage from the knife wound.
No. Enc: 2d4 (1d20)
Movement: 30’ land, 20’ flight (case only)
Attacks: +4/weapon, +2 Ram (case only)
Damage: By weapon, 1d4 (ram)
Skill Bonus: +2
Cerebrums are brains in jars, to put it bluntly. Powerful psychics that had enough of their puny, mortal bodies, they had their brain surgically removed and placed in a life-sustaining plastic capsule. The capsule was then mounted on an intimidating robot body. In dire straits, a Cerebrum can detach the case from the body. The case has small boosters that allow it to fly away and escape, though the case itself is relatively defenseless. Cerebrums often have at least one psychic power, perhaps two.
Cerebrums are enslavers who capture people to experiment on their minds. The large amount of psychic energy they possess has caused their minds to collapse, and few have rational thoughts any more.
No. Enc: 1d4
Attacks: +4/Bite and paralyze
Skill Bonus: +1
Chromehounds are robotic dogs that appear as feral wolfs. Covered in glistening metal with massive haunches and steel fangs, they are ruthless hunters and trackers. They often prowl alone, serving as a “retriever” for their master.
The chromehound’s teeth drip a powerful neurotoxin that almost instantly paralyzes anyone it bites. When bitten by a chromehound, you must make a Physical Save effect or become completely paralyzed within 2 rounds. When paralyzed, you can still feel sensation and you are aware of everything, but you are as still as stone. This poison lasts about 6 hours, often long enough for the chromehound to drag its victim back to its master.