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Setting:HR Giger's Dark World
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==monsters and allies== the dark world plays host to many inhabitants, many are frends while other are foes. electro-vermin: damn electro-vermin!!! - anonymous these electro-vermin feed on the electricity coming from dark world power stations for sustenance, they are the least threatning and weakest inhabitants of the dark world. frequency: common, habitat: anywhere with electricity (pretty much everything) stats: slave biomechanoid: -must finish task! must finish task! - mindless slave biomechanoid These biomechanoids used to have free will of their own until the ancients lobotomized the centers of their brains responsible for higher thinking, Now they are mindless slaves relegated to menial tasks. frequency: uncommon habitat: manufactorums, power centers, and the tomb of the ancients, stats: biomechanoid: the ancients? i don't know. just leave me alone until they decide your not welcome here - biomecanoid These are the few biomechanoids that have hung onto their free will in the age of the ancients. they are usually secretly members of the resistnace and will gladly assist the pc's if they arent risking their own life to do so. frequnecy: rare, habitat: any civilized area in the dark world, stats: drekketh guard: they are legion, they are death -dark world propaganda The primary oppressors of the people of the dark world. Transhuman, even by the standards of the dark world. Their bodies are covered in a myriad of breathing tubes, datajacks, and built-in comms equpment and dermal armour underneath the body armour they already have. they are equiped with wide arsenal of biomechanical weapons and they are organized into 2 divisions: civil protection, and military the civil protection are kinda like the enforcer of the ancients on the masses. and the civil protection are organized into squads called subjugation teams and the military is the armed forces of the ancents if a full-scale war breaks out. shock troops are the best equpped armed forces in the dark world. and typically only participate in outland patrols and guarding government buildings. frequnecy: uncommon, habitat: any civilized area in the dark world or outposts, stats: rebel trooper: ailens came down and enslaved us, we want our freedom back! -rebel trooper Biomechanoids who have joined the rebellion against the anceients they are always helpful to the pc's and will in some circumstances even die for the player characters if they are important to the resistance. usually equipped with simple weapons such as submachine biomechs biomechanical pistols and blade biomechaniod sargents may have rifle biomechanoids or scatterguns stolen from drekketh guard stormtroops. some are also stationed at rebel bases situated on the fringe of cities and towns in the dark world. frequency: uncommon habitat: any civilized area in the dark world or outposts, stats: ghoul: the unliving, the undying, lifeless ones, it dosent matter to me. -rebel trooper Biomechaniods who have had their life force completely drained by the ancients and roam the dark world once again. they no longer have life in them and will attack everyone out of spite. frequency: uncommon, habitat: the underworld, crypts, wasteland, tomb of the ancients, stats: ancient one: serve the ancients today! - propaganda poster The master race of the dark world and the would-be overlords of earth. They control the entire world and have access to the most advanced technology and weapons. they are challenging combatatnts both mentally and physically. their psionic abillities can actively subjugate the minds of those weaker than themselves although without powerered armour the ancients are weak from a etearnity of stasis in the tomb of the ancients. if they have their exoskeletons they are quite challenging. gm note: and ancient one is best used as a boss at the end of an episodic adventure or a villain in a overarching campaign. frequency: very rare habitat: tomb of the ancients, other ===character generation resources=== Resources for generating pc's: personality traits: roll 1d20: 01-03 Character has a sweet and bubbly personality, ideal for resisting the horrors of the dark world, or they may be extra vulnerable. roll 1d6 to determine resistance or vulnerability. 1-3 means vulnerable 3-6 means resistant 04-05 Character is weak-minded and naieve and easy to influence. minus to intel checks and is only ever able to achieve standard perception on a sensory roll. But the character gains immunity to all fear checks. but minus to resistance tests against being mentally influenced. either through drugs/magic/or word of mouth. 06-09 Character is mentally standard. No special effects. 10-11 Character is proficient with weaponry, either from past military service or hunting. Gains a plus to all tests related to firing, maintaining, or to remember knowlidge related to weapons.
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