#TTRPG – Bubba Hollerhex, Redneck Wizard

Read-Aloud Description

You spot ‘im long before he speaks, an 8-foot slab-a rawhide and muscle, leaning over a copper still that bubbles with equal parts potion, liquor, and arcane irresponsibility.

A towering cone of coonskin fur sits proudly ‘top his head, twitching with its own queer life, and his robe appears to be stitched entirely from chitterlings that writhe faintly in the breeze.

Curly-toed boots with wicked steel spurs tap a lazy rhythm on the dirt, and a belt buckle the size of a dinner plate flashes the word BUBBA in hammered silver.

When he turns, his beard crackles with blue arcane sparks, and the smell of fermented mana hits you like a hot forge dipped in moonshine.


“Well, howdy!”

DM SUMMARY

Who Is He?
Bubba Hollerhex is a backwoods potion-runner, moonshine-mage, and self-taught arcanist whose magic is powered by liquor, stubbornness, and a still that violates at least seven schools of wizardry.

What Does He Do?
He mixes potions, throws explosive jugs, summons “critters,” and hits like a siege weapon when riled.

Why Encounter Him?
He’s a quest giver, an accidental antagonist, or an ally with potent (and extremely unsafe) magic items.

BUBBA HOLLERHEX

Large Humanoid (Human), Chaotic Neutral
Armour Class: 17 (Chitterling Robe)
Hit Points: 138 (12d10+72)
Speed: 40 ft.

STR 20 (+5)
DEX 12 (+1)
CON 22 (+6)
INT 16 (+3)
WIS 12 (+1)
CHA 15 (+2)

Saving Throws: Con +10, Wis +5, Int +7
Skills: Arcana +7, Nature +5, Survival +5, Athletics +9
Damage Resistances: Poison, Fire
Condition Immunities: Poisoned
Senses: Passive Perception 11
Languages: Common, Chondathan, Draconic (sloppily)
Challenge: 9
Proficiency Bonus: +4

Special Traits
Moonshine Spell Dynamo
Bubba adds his Constitution modifier to spell attack rolls and spell save DCs when casting spells that deal fire or poison damage.

Explosive Stillmaster
Bubba can improvise Potion Jug Bombs. As part of a long rest he brews 3 explosive jugs, which are improvised magic items.

Big Ol’ Boy
Bubba counts as one size larger (Gargantuan) for carrying capacity, grappling, and shoving.

Reckless Brewer
If Bubba takes fire or poison damage, he gains advantage on his next attack roll or spell attack.

Actions
Multiattack
Bubba makes two Big Swing attacks or one Big Swing and one Potion Jug Bomb throw.

Big Swing (Melee Weapon Attack)
+9 to hit, reach 10 ft., one target.
Hit: 17 (2d10+5) bludgeoning damage.
If Bubba rolls a 19 or 20, the attack deals an extra 7 (2d6) fire damage as sparks fly from his beard.

Potion Jug Bomb (Ranged Weapon Attack)
+8 to hit, range 20/60 ft., one target or point.
Hit: 22 (4d8+4) fire damage.
Miss: The jug explodes anyway; creatures in a 5-ft. radius must succeed on a DC 16 Dexterity save or take 11 (2d10) fire damage.

Spellcasting

Bubba is a 7th-level spellcaster. Constitution is his spellcasting ability.
Spell Save DC 16, +8 to hit.

At Will: fire bolt, poison spray, mage hand, prestidigitation
1/day each:
– Fireball (as normal OR “Moonshine Fireball”: 10-ft-wider radius, but he takes 7 poison damage afterwards)
– Lightning Bolt
– Stinking Cloud
– Conjure Animals (summons only raccoons, possums, giant boars)

Bonus Actions
Glug of Power
Bubba drinks from his belt tankard, regaining 15 (3d8+2) HP and gaining advantage on his next attack.

Reactions
Git Off My Property!
When a creature enters his reach, Bubba can make a Big Swing attack against it.

Magic Items
Coonskin Wizard Hat

Wondrous item, rare (requires attunement)

  • Grants +1 to spell attacks and DCs
  • Once per long rest, the tail lifts and casts Counterspell (3rd-level)
  • Wearer always knows the direction of the nearest moonshine still

Chitterling Robe

Wondrous item, uncommon (requires attunement)

  • AC becomes 17
  • Advantage on saving throws against being grappled or restrained
  • Once per day, can cast Grease centred on yourself (the robe writhes violently)

Bubba Belt Buckle

Wondrous item, rare

  • Increases carrying capacity as if two sizes larger
  • Bonus Action: Deal an extra 1d8 thunder damage on one melee attack as the buckle “hollers”
  • The buckle glows when someone touches Bubba’s liquor without permission

Spurred Boots of the Big’Un

Wondrous item, rare (requires attunement)

  • Speed increases to 40 ft.
  • You can ignore difficult terrain caused by mud, roots, or vegetation
  • Once per long rest, stomp to cast Earth Tremor as a 2nd-level spell

#TTRPG – MOTSP – The Hot Take

Congratulations on your purchase/rental of the:
Shurok Mivshikvik Shunvik Mivsha – Sha-Rashmivvikruk
(CTF INDEPENDENT TRADER – The Hot Take)
from Corman Ship Repair Ltd, for the agreed price of:
1,200 GP per terranglic standard month.
Please note that you are required to maintain and upkeep the vessel, make repairs and modifications and otherwise treat the ship entirely as your own, with Corman Ship Repair being the first stop for such repairs, if possible

The Sha-Rashmivvikruk is a pre-collapse Churoc Trade Federation Independent Trader, rated to haul up to 800 tons of external cargo pods in its cargo clamps (4 standard 10/4/4m CTF cargo pods).

The ship has been fitted with two after-market Du-shamiv-Shurokmivvik-pikvik-zhumavikruk (Twin-Turret CTF Point Defence Plasma Blasters) for protection from space debris and to aggressively pursue futures in the salvage market. These have been slaved to the main drive and main power system, to ensure effectively bottomless ammunition.

STATS
CREW:10/2
ATTACK: +0
SCALE: 4
HIT POINTS: 28
ARMOUR: d4
DEFENCE: 8
SPEED: Moderate
WEAPONS: None
TOUGHNESS SAVE: 7
REFLEX SAVE: 5
POWER SAVE: 7
Automation x8
Twin Turret CTF Point Defence Plasma Blasters: Scale 4, Damage d6, Range Short, Ammo Save N/A

Please note that, as a second-hand vessel, Sha-Rashmivvikruk has some quirks you will have to get used to.

  • The environmental systems are always slightly cool by human standards. Humanoid sophonts from temperate or warm climates may wish to purchase a ship-jacket to go over their shipsuit (Corman branded merchandise is available via our home office, pod 018, Satana Station, The Throat).
  • Headroom is low for most sophonts in many areas, due to the relatively small size of the churoc who built the vessel. Taller sophonts are advised to spend most of their time in the bridge, engine or common rooms on board.
  • While the SI system on board has been updated for trade-argot and terranglic, it tends to revert to churoc language in emergencies, a handy guide to churoc emergency phrases is included with these rental documents.

Happy wandering!

Corman Rog, Chief Engineer

SYSTEM STATUS ALERTS

EnglishShuvashik (formal)Shorthand / CrewPronunciation
Red Alert!RashpikvikruRashpikRAHSH-pik-veek-roo
Engine Damaged!MavpikshunruMavpikMAV-pik-shoon-roo
Weapon Systems Offline!ZhumavikpikshikZhumpikZHOO-ma-veek-pik-shik
Hull Breach!ShamivpikshunShampikSHAH-miv-pik-shoon
Life Support Critical!ShunvikenvshikShunenvSHOON-veek-ENV-shik
Shields Down!PikshumvikshikPikshumPIK-shum-veek-shik
Power Surge / OverloadVimshunmavikVimshunVEEM-shoon-ma-veek
Structural StressShamivstravikShamstravSHAH-miv-strah-veek
Reactor InstabilityZhumavikstrashikZhumstrashZHOO-ma-veek-strah-shik

ENVIRONMENTAL ALERTS

EnglishShuvashik (formal)Shorthand / CrewPronunciation
Fire DetectedShunflavikshikShunflaSHOON-flah-veek-shik
Radiation LeakRadzhumvikshikRadzhumRAD-zhoom-veek-shik
Toxic AtmosphereShunfashvikShunfashSHOON-fahsh-veek
Hull Pressure DropShamivpikdrukShamdrukSHAH-miv-pik-drook
Vent MalfunctionVikventshikVikventVEEK-vent-shik

EXTERNAL / COMBAT ALERTS

EnglishShuvashik (formal)Shorthand / CrewPronunciation
Enemy Approaching!ZharshunpikZharshunZHAR-shoon-pik
Boarding Party DetectedShunrakpikshikShunrakSHOON-rahk-pik-shik
Missile / Projectile IncomingZhumvikshunpikZhumvikZHUM-veek-shoon-pik
Sensor Jammed / BlindVikshumshikVikshumVEEK-shum-shik
Electronic Warfare ActiveZhazhumvikvikZhazhumZHA-zhoom-veek-veek

AI / SYSTEM MALFUNCTION

EnglishShuvashik (formal)Shorthand / CrewPronunciation
AI MalfunctionShunaipikshikShunaiSHOON-ai-pik-shik
Navigation CompromisedNavpikshunvikNavpikNAV-pik-shoon-veek
Communication FailureComvikshikComvikKOM-veek-shik
Life Support Override NeededShunenvpikshikShunenvSHOON-env-pik-shik

MISC / URGENT ALERTS

EnglishShuvashik (formal)Shorthand / CrewPronunciation
Docking CollisionShamdokpikshunShamdokSHAHM-dok-pik-shoon
Cargo Hold BreachShamcargpikShamcargSHAHM-carg-pik
Unknown Signal DetectedZhashunpikZhashunZHA-shoon-pik
Emergency EvacuationShunvikevakshikShunevakSHOON-veek-evak-shik

#TTRPG #FreeRPGDay – Machinations of the Space Princess Quickstart!

Welcome Spacefreaks!

We’re relaunching our successful Machinations of the Space Princess old-school swords-and-scifi game, and you’re invited!

For the time being this is FREE and includes a psychedelic and surreal space adventure of time-loops and cosmic pizza, as well as quickstart rules so you can try out the game for yourself, as well as pregenerated characters in case you want to start some trouble right away!

This is also the start of our forthcoming Machinations-Media project, which will present a monthly ‘zine supporting the worlds of Machinations of the Space Princess over the course of a year. More details on that are forthcoming soon!

Lastly, this is our first full attempt at finding ethical ways to use AI, strong human oversight that aims to use AI to assist the disabled and neurodivergent in completing projects and achieving a little independence, or helping older creators to keep working and earning.

We hope people will support this aim, and the use of AI in this context, helping rather than replacing human beings.

GET IT HERE

#TTRPG – Seth’s Gear & Ammo, Back to School 2025 Released

Another assortment of oddness and oddities, gear, animals and example characters and villains for Shadowdark and similar d20-based games, with particular relevance to The OGGMs Vigilantes for Shadowdark.
Get it HERE.

#TTRPG – Vigilantes for Shadowdark RELEASED!

The OG GM Presents…

Shadowdark Vigilantes is the 2025 spiritual successor to the Wretched Vigilantes campaign setting I created in 2023.

In this game, you will be thrust into a gritty and dark version of Fresno, now infamously known as Crime City!

Within this setting, the players will assume the role of antiheroes, vigilantes and retired characters from the golden age who are thrust into action to defend their city from the Crime Lords.

The Crime Lords were once a squad of heroes known as Vanguard who became corrupted and now terrorise the very city they once protected.

In this Shadowdark world, the player characters will embark on a journey of redemption and self-discovery. They must confront their personal struggles and overcome the terrible secrets of their past to save the city from itself.

GET IT HERE!

#TTRPG Tabletopless: EroTech Gazetteer 06 RELEASED!

You can buy it HERE.

A gazetteer containing information and additional material around the Tabletopless EroTech adult gameworld and campaign.

Legally distinct squid-headed monsters, the new allies of the Yegis.
Simply Defined Yegis forces.
Gelatinous Icosohedrons
The Dancers – The Moons of Kanotag
Ferrinvida the Island of the Tomb Legions
Olueva – Graveyard of Dwarves
Ishtaret – Island of Swamp Roses
Orcish Pirates
A Lich Lord

#TTRPG RaC & Ruin – House Rules & Goblins for the OSR RELEASED!

GET IT HERE

R&R is a set of supplementary material and options for ‘Old School’ games, with a bunch of innovations and choices to make it more fun and playable for more modern players. Inspiration is taken from the Rules Cyclopaedia, Old School Essentials and Lamentations of the Flame Princess amongst others as well as from the comic strip Feral & Foe from 2000AD.

In R&R you play monsters, and those monsters are all defined by ‘Race as Class’ or R&R (clever,
eh?) In Palladium terms that makes them RCCs, or ‘Racial Character Classes’. I’ve done this precisely because I hate ‘Race as Class’ and I want to challenge myself as a designer to make
them more fun. I also hate the de-emphasis on race (more properly species) in modern iterations of RPGs, and so have made this as a kneejerk reaction to killjoys who seem to think a gnome shouldn’t be statistically distinct from an ogre (and by extension, I suppose a mouse shouldn’t have different statistics to a mammoth).

This is just the rules options and changes I suggest for playing R&R. The actual racial classes
(other than goblins) I’m going to nickel-and-dime you with, possibly collecting them all into one big tome at the end of the exercise with properly commissioned art.

Right now I have to pay for a bunch of repairs on my house, so you’ll have to forgive me for
cutting corners here and there. A goblin’s got to make a dishonest buck after all.

#TTRPG – A Fistful of Goblins by the OG GM

Well, howdy pardner, this here is the wildest tabletop role-playing game in the wilderness because It is the Wild West, but with Goblins!

Features the complete history of the Weird West and the Pog wars. Plus, rules for Weird Science, Goblin magic, chases, homesteading, cryptids, and gunfights at high noon.
It’s time to Ride off into the sunset with A Fistful of Goblins.

Approved for use with Project Black Flag

GET IT HERE

Notes from a Small Fallout Game Pt II

Hybridised rules taken from the Wanderer’s Guide, combined with Devil’s Run.

Corvega Coupe
Speed: 3/75mph Scale: 2 PDR: 3 EDR: 3 Cover: 2D EP: 1 Impact: 6D Passengers: 2 Structure: 22
Qualities: Cargo 50, Exposed, High Performance.

Steam Truck
Speed: 1 Scale: 3 PDR: 2 EDR: 2 Cover: 3 EP: 1 Impact: 7D Passengers: 6 Structure: 36
Qualities: Cargo 200, Exposed, Rugged.

Highwayman
Speed: 3 Scale: 2 PDR: 3 EDR: 4 Cover: 2 EP: 1 Impact: 5 Passengers: 5 Structure: 34
Qualities: Cargo 120, Exposed, Heavy Construction, Turbo-Charged, Expanded Trunk, Grav Plates (Lightweight without penalty), Analogue Construction (+1 EDR).

Brotherhood of Steel Full-Track APC
Speed: 1 Scale: 3 PDR: 6 EDR: 6 Cover: Enclosed EP: 1 Impact: 8 Passengers: 6, Structure: 44
Qualities: Cargo 500, Exposed, Rugged, Heavy Construction, Armoured, Haulage, Tracked.

Raider Warbuggy
Speed: 2 Scale: 1 PDR: 2 EDR: 2 Cover: 1 EP: 0 Impact: 5 Passengers: 3, Structure: 12
Qualities: Cargo 50, Rugged, Wheeled, Exposed, Battering Ram 1.

Brotherhood of Steel Hummer
Speed: 2 Scale: 2 PDR: 8 EDR: 8 Cover: Enclosed EP: 2 Impact: 8 Passengers: 3, Structure: 39
Qualities: Cargo 200, Enclosed, Heavy Construction, Passenger Protection (+2 Cover), Turbo-Charged.

Brotherhood of Steel Scout Car
Speed: 1 Scale: 1 PDR: 3 EDR: 3 Cover: 2 EP: 0 Impact: 4 Passengers: 3 Structure: 14
Qualities: Enclosed, Ground, Rugged, Wheeled, Armoured +1, Off-Road, Turbo-Charged.

Winnebago
Speed: 2 Scale: 3 PDR: 4 EDR: 3 Cover: 3 EP: 2 Impact: 8 Passengers: 12 Structure: 40
Qualities: Cargo 410, Exposed, Environmental Conditioning, Kit Locker, Large Weapon Locker, 7 beds, Shower, Dining Area, Kitchen Area, Toilet.

Corvega Atomic V8
Speed: 2 Scale: 2 PDR: 3 EDR: 3 Cover: 2 EP: 2 Impact: 5 Passengers: 5 Structure: 28
Qualities: Cargo 100, Exposed, Environmental Conditioning, High Performance, (Two door version has +1 Cover, bubble-top version has +1 EP)

Paddle Steamer (Duchess Gambit)
Speed: 1 Scale: 4 PDR: 3 EDR: 2 Cover: 3 EP: 1 Impact: 8 Passengers: 21 Structure: 80
Qualities: Cargo 400, Exposed, Workstation, Cabin with bath/cooking area.

Corvega Sedan
Speed: 2 Scale: 2 PDR: 3 EDR: 3 Cover: 2 EP: 2 Impact: 5 Passengers: 5 Structure: 34
Qualities: Cargo 100, Exposed, Environmental Conditioning, Heavy Construction, Cumbersome.

Fusion Flea/Zip
Speed: 2 Scale: 1 PDR: 2 EDR: 2 Cover: EP: 2 Impact: 4 Passengers: 1, Structure: 7
Qualities: Cargo 35, Enclosed, Single Seater, Environmental Conditioning, (The military version has +1 Armour with the weight offset by a turbo).

Chryslus Cherry Bomb
Speed: 7 Scale: 2 PDR: 2 EDR: 2 Cover: 2 EP: 2 Impact: 6 Passengers: 1 Structure: 22
Qualities: Cargo 60, Enclosed, High Performance, Environmental Conditioning, Reduced Weight, Kit Locker, Turbo-charged x3.

Station Wagon
Speed: 2 Scale: 2 PDR: 3 EDR: 3 Cover: 2 EP: 2 Impact: 8 Passengers: 6 Structure: 39
Qualities: Enclosed (bubble), Ground, Rugged, Wheeled, Environmental Conditioning.

Notes from a small Fallout RPG game Pt.I

Mozzies (Gigaculex pipiens molestus)

Mutated mosquitoes descended from the mosquitos of the London Underground. During and after the Great War many people took shelter in the London Underground and were easy prey. Their irradiated blood and – later on – drifting spread of the FEV, caused these insects to mutate.

Mozzies no longer have eyes, but their antennae have evolved into combination hearing/sense organs like huge feathers, which allows them to hunt in total darkness. They still infest many tunnels, wherever undisturbed water can be found, and now range all over the UK, nesting in underground spaces and emerging at night to feed.

Level 5, Mutated Insect, Normal Creature (38xp)
Body 5, Mind 6
Melee 1, Guns -, Other 2
HP 8, Initiative 12, Defence 2
Phys DR 0, Energy DR 0, Rad DR Immune, Poison DR Immune

Attacks
Proboscis: Body + Melee TN 6, 5d Physical Damage

Special Abilities
Flying: Must spend a minor action moving each turn to maintain flight. If knocked prone it falls to the ground taking 3D stunning physical damage, +2 for each zone above ground.
Little: Smaller than most characters, their HPis reduced but Defence increased. Any damage that inflicts an injury causes death.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation. Feeding on irradiated blood (such as successfully hitting a ghoul with their proboscis) restores 1 hp.

Butchery: End +Survival difficulty 0 to yield 1 portion of meat and 1 uncommon material.

Bluebarrels (Gigantocalliphora Vomitoria)

Giant, irridescent bluebottle flies. The adults are vegetarian, with a preference for anything sweet, but the maggots are voracious eaters of carrion. The adults will attack and kill living prey with their acidic vomit, in order to create more corpses in which they can lay their eggs. Bluebarrels are a particular concern to those raising livestock, as they can and will kill a whole herd and lay hundreds of eggs.

Level 2, Mutated Insect, Normal Creature (17xp)
Body 4, Mind 5
Melee 1, Guns -, Other 2
HP 5, Initiative 10, Defence 2
Phys DR 0, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Poison Vomit: Body + Melee (TN5) 3d radioactive piercing damage.

Special Abilities
Flying: Must spend a minor action moving each turn to maintain flight. If knocked prone it falls to the ground taking 3D stunning physical damage, +2 for each zone above ground.
Little: Smaller than most characters, their HPis reduced but Defence increased. Any damage that inflicts an injury causes death.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.

Butchery: End+Survival difficulty 0 to get 1 portion of meat and 1 uncommon material.

Aurochs (B. Taurus Ardens)

A mutated cow with large, downswept horns which it uses to dig for roots and other organic detritus. The Auroch is huge, muscular, but covered in warts and sores that mean relatively little skin is usable as leather, and the top section of muscle is relatively inedible.

Level 4, Mutated Mammal, Normal Creature (31xp)
Body 10, Mind 4
Melee 2, Guns -, Other 2
HP 14, Initiative 9, Defence 1
Phys DR 2 (all), Energy DR 0 (All), Rad DR (Immune), Poison DR 0

Attacks
Gore: Body+Melee (TN12) 5d piercing physical damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.

Butchery: End+Survival difficulty 0 to gain 2 portions of meat and 2 uncommon material.

Chuggy Pigs (Armadillidium Gigantomutatus)

A giant, mutated woodlouse found across the post-atomic British Isles. These creatures can be found in somewhat large numbers, feeding on rotten wood and vegetation, usually close to bodies of water. Chuggy Pigs have regressed to being somewhat amphibious and will immerse themselves to soak up large quantities of water to carry with them. They lay eggs but carry them with them under their bodies. Compared to their smaller cousins, Chuggy Pigs are quite territorial and, lacking natural predators, haven’t learned to be wary of men either.

Level 7, Mutated Isopod, Normal Creature (45xp)
Body 8, Mind 4
Melee3, Guns -, Other 3
HP 15, Initiative 11, Defence 1
Phys DR 5 (3 underside), Energy DR 2, Rad DR (Immune), Poison DR 4 (3 underside)

Attacks
Grinding Jaws: Body+Melee TN 10, 4d piercing physical damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Amphibious: The chuggy pig can submerge itself in water for a number of rounds equal to its body before coming up for air. It takes no penalty for moving or attacking underwater but can only scuttle along the bottom.
Butchery: End+Survival difficulty 0 to gain 1d portions of meat, 1 uncommon material and one ration of (horrible) but drinkable water. There is a 5% chance that the chuggy pig is carrying 1d6 portions of eggs.

Molmon (Talpa Britannicus Gigantomonstro)

A gigantic, mutated mole, swollen to the size of a medium-sized dog. The molmon is an accomplished hunter, living singly, in pairs, or in small family groups. They drag the bodies of the wounded or dead down below ground and store them in stone-lined chambers to feast upon later. When hungry, or rabid, they are known to attack stronger prey, but otherwise only usually attack weakened or helpless prey.

Level 2, Mutated Mammal, Normal Creature (17xp)Body 4, Mind 5
Melee 3, Guns -, Other 1
HP 6, Initiative 10, Defence 1
Phys DR 1, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Bite: Body+Melee (TN 7) 4 piercing physical damage.

Special Abilities
Burrow: As a major action the molmon can burrow underground to get away and prepare its next attack.On its next turn it can use its minor action to emerge from underground anywhere within medium range and it can spend 1AP to add an extra 1d to its bite attack after it emerges.
Keen Senses: The molmon can attempt to detect creatures or objects that are normally impossible to sense, and they reduce the difficulty of all PER tests by 1 – to a minimum of zero. This includes creatures above ground while the molmon is burrowing.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.

Butchery: End+Survival difficulty 0 to gain 1 portion of meat and 1 common material.

Goldfish (Lepisma Saccharina Grandefulgens)

A mutant version of the silverfish, the ‘goldfish’ (a play on silverfish, but better) competes with chuggy pigs for sources of rotting vegetation and wood. The goldfish is better suited to decaying buildings than chuggy pigs are, and has a particular fondness for the taste of rubber, plastic and solvents. Goldfish also don’t need as much water as chuggy pigs, allowing them to range further away from water. The goldfish’s scales are built up with toxic metals and materials from the things they digest, making them a good source of radioactive materials and toxins. Endless opportunists, goldfish will attack people if it seems safe to do so, or if they are disturbed. They can be easily learned with sugar, honey or anything else sweet.

Level 1, Mutated Insect, Normal Creature (10xp)
Body 6, Mind 3
Melee 1, Guns -, Other 2
HP 7, Init 8, Defence 2
Phys DR 0, Energy DR 2, Rad DR Immune, Poison DR Immune.

Attacks
Bite: Body+Melee (TN 7) 1d Radioactive Physical Damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Immune to Poison: Reduce all poison damage to zero and cannot be harmed by poison.
Little: HP is reduced to Body +½ level, defence is raised by +1.
Reflective: When hit with an energy weapon, roll a single combat dice. Reduce the damage taken by that amount and deal it to the attacker.

Butchery: End+Survival difficulty 0 to get 1 portion of meat OR 1 portion of rare material (radioactive material). Roll a combat die to determine, rolling a vault boy (5-6) means you get the rare material, otherwise it’s the meat.

Wyvernfly (Sympetrum Striolatum Magniradiatus)

A giant, mutated version of the common darter dragonfly, the Wyvernfly carries a faint glow, like a firefly, which seems to partially fuel its metabolism, supplementing the food it gets from devouring prey. Wyvernflies have adapted to the drier, colder environment, surviving in swamps and bogs as well as in bodies of water. Their nymphs are even more aggressive, though they do not leave the swamps and waters where their eggs are laid. Wyvernflies devour most of their prey and carry pieces of what remains back to their egg swamps and ponds to help feed their young.

Level 5, Mutated Insect, Normal Creature (38xp)
Body 7, Mind 4
Melee 4, Guns -, Other 1
HP 10, Initiative 10, Defence 2
Phys DR 1, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Bite: Body + Melee TN 11, 3d piercing physical damage.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Immune to Poison: Reduce all poison damage to zero and cannot be harmed by poison.
Little: HP is reduced to Body +½ level, defence is raised by +1.
Flying: Must spend a minor action moving each turn to maintain flight. If knocked prone it falls to the ground taking 3D stunning physical damage, +2 for each zone above ground.

Butchery: End+Survival difficulty 0 to gain 1 portion of meat.

Wyvernfly Nymph

Body 8, Mind 3
Melee 4, Guns -, Other 1
HP 11, Initiative 9, Defence 2
Phys DR 1, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Bite: Body + Melee TN 12, 4d piercing physical damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Immune to Poison: Reduce all poison damage to zero and cannot be harmed by poison.
Little: HP is reduced to Body +½ level, defence is raised by +1.
Aquatic/Amphibious: The nymph can swim and submerge itself indefinitely without needing air. It suffers no difficulty increase for attacks or movement underwater. It can also exist out of water for protracted periods without harm.

Butchery: End+Survival difficulty 0 to gain 1 portion of meat.

Dagfad (Ovis Aries Armifera)

Named after a mixture of ‘dafad’ (Welsh for sheep) and ‘dag’ (meaning shit-contaminated fleece), the dagfad are some of the most common mutant animals being raised and herded in the new world. Their fleece absorbs metals and toxins from the plants they graze, depositing them in a thick dirty fleece that wards off energy, including radiation.

Level 4, mammal, normal Creature (XP 24)
Body 5, Mind 5
Melee 3, Guns -, Other 2
HP 9, Initiative 9, Defense 1
Physical DR 1, Energy DR 2, Radiation DR Immune, Poison DR 0

Attacks
Ram: BODY + Melee (TN 8) 3d Physical damage, Stun.

Special Abilities
Note: Males have large, tangled horns that do 6d physical stun damage and only males can charge.
Charge: If the dagfad has moved at least one zone to get into reach of its target, it may re-roll 2d on its damage roll and anyone hit must make STR+athletics test difficulty 1 or fall prone.
Immune to radiation: The Bighorner reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.

Butchery: END + Survival difficulty 0. This yields 2d meat and one uncommon component. The fleece can be used to make/knit radiation protective armour with a DR of 1 against energy and 2 against radiation weapons.

Marshal

A heavily modified British Robotics Corporation JACK, MkII. Marshal looks after a car repair and body-shop garage, as well as a sales room. He has scavenged virtually ever car or other land vehicle within range and has stocked all the parts in his small warehouse. Now he has begun harvesting people, animals and other robots for parts as well, and to try and build cars and motorbikes out of flesh, without much success. He is an extremely aggressive salesman, and the garage used to primarily sell atomic-powered American cars.

Body 5, Mind 5
Melee 3, Guns 1, Other 2
HP 8, Init 10, Defence 1
Phys DR 4, Energy 3, Rad Immune

Attacks
Power Fist: Body+Melee TN 8, 4d damage.
Rivet Gun: Body+Guns TN 6, 5D, Piercing physical damage, Inaccurate, unreliable.

Special Abilities
Cowboy Hat: Marshal wears an oversized cowboy hat of genuine American leather, the same kind used to upholster the comet. He can re-roll a single die on a Body roll once per scene when called upon to show grit, sand, or whatever the yanks use to mean ‘Endurance’. If looted it only fits very big and tall characters, but lets them re-roll a single die once per scene when rolling Endurance.
Robot: Marshal is immune to starvation, thirst, doesn’t need air to breathe and cannot be harmed by radiation or poison. He is capable of self-repair, with a TN of 7.
Immune to Poison, Radiation and Disease: Marshal takes zero damage from any of these and suffers no ill effects.
Wait Right There, Pardner: An AP can be spent for Marshal to make a normal attack with his rivet gun. If successful he shoots the target in the foot, bolting them to the ground in place. Such a victim drops their defence by 1 and cannot move until they free their foot, which costs 1 HP per attempt, and requires 2 successes on a Strength+Athletics roll. Otherwise you can be slowly and carefully freed over the course of a few minutes without taking extra damage.