In the final
days of the Great Disaster, the weapons deployed by the Ancients were horrific
beyond the understanding of those who survived their usage. So terrible were
these weapons that in places reality itself was torn asunder. Passages to other
universes, with strange physics and metaphysics, were opened. From some of
these portals, even stranger things emerged. The jacks-o-war were among these
beings, summoned forth straight out of a hell plane. Although the portal to
that hellscape has long since sealed itself, the jacks-o-war remain. Worse,
they are able to reproduce within the ruined world left by the Great Disaster.
Jacks-o-War
The jacks-o-war
are green uniformed beings, humanoid in form, but almost skeletal. Their hard
skin is like black metal, except for their rotting jack-o-lantern heads. They
are armed with weapons of war – metal batons, grenades, and sometimes even
firearms. They are capable of emitting a sickening orange radiance within a 20’
cone before their heads, with a 20’ base. All natural living creatures within
the radius take 1d3 damage each round (DC 15 Fort save each round negates). Although
they are not immune to critical hits, they are immune to the secondary effects
of most of them. That is, they take increased damage, but even caving in their
rotting pumpkin heads does not kill them, or seemingly inconvenience them in
any way. Their metallic skin grants them a DC 10 Fort save to completely negate
any severing of limbs, broken bones, or the like.
Jacks-o-war
cannot heal or repair damage, but like the un-dead they are inexorable,
requiring neither food nor rest. Shamans, sages, techno-wizards, and AIs
knowledgeable about such things believe that the jacks-o-war consume the souls
of those they kill. They will pause for 1d5 rounds over any fresh corpse;
perhaps this is when and how they feed. In any event, a body that is
successfully recovered once a jack-o-war has paused over it has a permanent
reduction of 1d5 points of Personality, in addition to the normal effects of
recovering a body.
Jacks-o-war
reproduce by locating a pumpkin field, or a field of similar gourd-like plants.
There they shine their sickly radiance upon the plants, and over the course of
1d6 hours 1d5 pumpkins transform into new jack-o-wars, per jack-o-war shining
over their field. The rest of the plants wither and die.
The judge
can adjust the difficulty of an encounter by the weaponry available to the
jacks-o-war, as well as by their numbers.
Jack-o-war (DCC): Init +0; Atk metal baton +3 melee (1d6+1) or metallic claw +3 melee (1d4+1)
or grenade +0 ranged (2d6/special) or assault rifle +0 ranged (1d10/special) or
orange radiance (special); AC 18; HD 3d8; MV 30’; Act 1d20; SP infravision 60’,
orange radiance, crit resistance, cannot heal, feed off souls, poison immunity,
reproduction; SV Fort +5, Ref +2, Will +7; AL C.
Grenade: 2d6 damage, -1d6 per 5’ away
from point of impact.
Assault Rifle: An assault rifle can
target 3 creatures, or do 3d10 vs. one creature (Reflex DC 10 for half).
Criticals do 6d10 damage. -1 to initiative, ranges 1 00/200/300, ammo capacity
of 30 (a burst uses 10 shots), and a weight of 12 lbs. Without ammo, they are
very expensive clubs (1d5 damage).
Rules for
assault rifles and grenades (handheld bomb) taken from Crawl! #8.
Jack-o-war (MCC): Init +0; Atk metal baton +3 melee (1d6+1) or metallic claw +3 melee (1d4+1)
or photon grenade +0 ranged (6d6) or lazer rifle +0 ranged (heat 6d6) or orange
radiance (special); AC 18; HD 3d8; MV 30’; Act 1d20; SP infravision 60’, orange
radiance, crit resistance, cannot heal, feed off souls, poison immunity, reproduction;
SV Fort +5, Ref +2, Will +7.
Photon Grenade: TL 4; CM 4; Range 30’ radius; Dam 6d6. Photon grenades are
high-yield incendiary devices useful for both blowing things up, setting them
on fire, or bringing down force screens via massive heat-based damage.
Lazer Rifle: TL 4; CM 4; Range Line of
sight; dam Heat 6d6; Power C-Cell (5), F-Cell (10), Q-Cell (U). Lazer rifles
fire focused beams of coherent yellow-white light, causing heat-based damage.
Lazer rifles consume double the power cell charges of lazer pistols, and hold
up to two power cells.
Rules for lazer
rifles and photon grenades taken from Mutant Crawl Classics.
Jack-o-war (Umerica): Init +0; Atk metal baton +3 melee (1d6+1) or metallic claw +3 melee (1d4+1)
or percussion grenade +0 ranged (2d6/special) or assault rifle +0 ranged (1d10/special)
or orange radiance (special); AC 12; Armor Die d7 (inherent); Fumble Die d4; HD
3d8; MV 30’; Act 1d20; SP infravision 60’, orange radiance, crit resistance,
cannot heal, feed off souls, poison immunity, reproduction; SV Fort +5, Ref +2,
Will +7; AL C.
Grenade: 2d7 damage, blast radius 15’,
Ref DC 20 for half damage, 10% chance of failure to explode.
Assault Rifle: An assault rifle can
target 3 creatures, or do 3d10 vs. one creature (Reflex DC 10 for half).
Criticals do 6d10 damage. -1 to initiative, ranges 1 00/200/300, ammo capacity
of 30 (a burst uses 10 shots), and a weight of 12 lbs. Without ammo, they are
very expensive clubs (1d5 damage).
Rules for
assault rifles and grenades taken from The Umerican Survival Guide.
Zekulon Orange
You will
notice a number of gas masks on the album cover. Zekulon Orange is a thick
poisonous gas which obscures vision as well as poisons targets. For every 10’
away a target is in a cloud of Zekulon Orange, attacks against it have a -1d
shift on the dice chain. These clouds are mobile, drifting along at a rate of
10’ per minute, with a typical radius of 30’, reaching to a height of 20’.
Creatures
caught within Zekulon Orange take 1d4 damage per round, and must succeed on a
DC 15 Fort save or take an additional 1d3 points of temporary Strength damage.
Worse, Zekulon Orange clings to skin and synthetic materials (including rubber
and similar substances), staining in green and causing the effects of the
poison to continue even outside the cloud for 1d5 minus Luck modifier rounds.
Battle Standard of the Jacks-o-War
This has no
special powers, but if you want to ensure that you are the target of all the
monsters’ aggression, playing “capture the flag” is a good way to go about it.
If the battle standard is destroyed by any means, all jacks-o-war within sight
must make an immediate Morale check. If they succeed, however, they need make
no further Morale checks no matter what happens. They will try to kill you
until either you die, or they do.
Very cool! I think Helloween is from Atlanta. I never saw them play, but I used to go to a ton of shows at a disappeared club called the Metroplex, and it always seemed like Helloween had just, or was just about to, play there.
ReplyDeleteAlways glad to hear from you, Sir. Helloween is from Hamburg, Germany.
Delete(Google is my friend!)
Perhaps they just like Atlanta?
In any event, I am hoping to get one more Helloween cover in before the month comes to an end.....