Water Hazards

Atlantic Badger-Seal 108
Atlantic_Badger_Seal.jpg
Apparently stemming from Grey Seal stock, despite the Elephant Seal-like proboscis, The Atlantic Badger Seal (often Sea-Badger) is a giant, vicious marine predator warped the by R’lyeh stain of the Gen-Nu Virus. Like Elephant Seals, Sea-Badgers are harem-breeders that display shocking displays of brutality during mating season, anything standing taller than 4’ (including humans and even vehicles!) risk an attack by a Sea-Badger bull in mating season; Like a badger, The Atlantic Badger-Seal sprays a foul musk. Sea-Badgers are able to dive incredibly deep, and feed on anything from squid and fish to unwary dolphins, sea birds and the occasional human, though they seem not to mind rotten carcasses or poisoned bait. The females of the species are much smaller (almost 1/6th the size) and far less aggressive. Sea-Badgers are hard to deal with, due to their heavy durability and extreme resistance to any type of disease, tranquilizer or poison.
ST: 43 99* HP: 43 0 Speed: 5.5 0
DX: 10 0* Will: 10 30 Move: 2 Land/7 Water 5
IQ: 4 [-120] Per: 12 40
HT: 12 20 FP: 12 0 SM: 3 (6835lbs; 20’ long)
Dodge: 3/8 Parry: 8
Bite (12): 5d+3 cutting Reach 2
Slam (12): 4d+1 crushing
DR 13 Torso and Neck, Tough Skin, Limited (cutting and crushing damage) 20
10 Rest of body and other damage types, Tough Skin [-7]
Advantages: Acute Hearing 2 (only underwater -30%) 3; Combat Reflexes 15; Doesn’t Breathe (oxygen storage, ×100 -30%) 14; Night Vision 4 (only under water -30%) 3; Peripheral Vision 15; Pressure Support 2 10; Perk (can see normally under and above water) 1; Perk (fur) 1; Perk (penetrating voice) 1; Perk (Stinky Musk) 1; Reduced Consumption 2 (Cast-Iron Stomach, -50%) 2; Resistant +8 (Metabolic Hazards) 15; Sharp Teeth 1; Temperature Tolerance 3 (cold) 3; Ultrahearing 5; Vibration Sense (based on hearing; only underwater -30%) 7; Vibration Sense (water; vibrissae) 10; Vibrissae [3
Disadvantages: Bad Sight 4 (Motion Sensitive) [-4]; Bad Temper (12-) [-10]; Berserk (12-) [-10]; No Fine Manipulators [-30]; No Legs (Semi-Aquatic) 0; Quirk (Red-Green Colorblindness) [-1]; Restricted Diet (carnivore) [-10]; Short Lifespan 2 [-20]; Wild Animal [-30]
Features: Bushy Whiskers; Born Biter 2
Skills: Brawling (E) DX+2 – 12 4; Intimidation (A) Will+1 – 11 4; Survival (A) Per – 12 2; Tracking (A) Per+2 – 14 8; Sumo Wrestling (A) DX+2 – 12 8

*Cost reduced for No Manipulators (-40%).

Deep One 198 Points
Deep one
Though obviously genetically modified, there is no direct evidence of any projects that would have lead to the creation of the Deep Ones. Shortly after the time-frame of the Gen-Nu disaster, there was a sudden spike of disappearances along the southern regions of the Mississippi and it’s tributaries. Initial sightings of the strange beast emerging from the murky depths were dubbed “Mud Krakens”, but after more detailed images of these oddly quasi-humanoid monstrosities were collected, the media started referring to them as Deep Ones, a name that stuck. Genetic analysis of the Deep Ones shows they are composed of mainly catfish DNA, but there are traces of lion fish and other more bizarre contributions, as well as signs of the Gen-Nu Virus. Although it has a very limited venom reservoir, the Deep Ones shoulder-frills contain a powerful multi-stage toxin that causes intense pain, tissue damage and disrupts several body functions . Deep Ones are omnivorous, but seem to prefer rotted meat, storing kills in underwater “larders” like alligators. Deep Ones are surprisingly intelligent, and seem to have a cruel sense of play – partially drowning, releasing and recapturing prey like a sadistic game. Typically solitary, when Deep Ones do get together in groups of 4-10 for short periods, the sadistic “sports” they play are even more pronounced.
ST: 12 28* HP: 12 0 Speed: 6 0
DX: 12 24* Will: 10 25 Move: 6/9 0
IQ: -5 [-50] Per: 12 35
HT: 12 20 FP: 12 0 SM: 0 (260lbs; 9’ long)
Dodge: 9 Parry: 10 DR: 3 15
Bite (14): 1d-2 cutting
Claw (12): dam
Advantages: Acute Smell 3 6; Discriminatory Smell 15; Doesn’t Breathe (gills) 0; Electric Field Sense 10; Enhanced Move 1/2 (water; costs 1 fatigue per second -10%) 9; Hard to Kill 2 4; Hard to Subdue 2 4; High Pain Threshold 10; Night Vision 6 6; Peripheral Vision 15; Pressure Support 1 5; Reduced Consumption 3 (Cast Iron Stomach, -50%) 3; Sharp Claws 5; Sharp Teeth 1; Vibration Sense (water) 10
Venom: ° Innate Attack 0.7 (sting venom – neurotoxin; 1d-1 fatigue; follow up (sting); cyclic (3 hourly cycles) 60%; cyclic (1 daily cycle) 10%; symptoms (-1 DX, 1/3 FP) 30%; symptoms (another 1 DX, 1/2 FP) 20%; symptoms (another -1 DX, 2/3 FP) 10%; symptoms (paralysis, full FP) 75%; symptoms (choking, 1.5 FP) 33%; blood agent -40%; no wounding -50%; onset (1 minute) -10%; resistable (HT-8, doesn’t stop cycles); unreliable (14) 10%; limited use (1 use/week) -50%) 13; ° Innate Attack 0.7 (sting venom – cardiotoxin; 1d-1 fatigue; follow up (sting); cyclic (3 hourly cycles) 60%; cyclic (1 daily cycle) 10%; symptoms (nausea, 1/3 FP) 90%; symptoms (heart attack, 1.5 FP) 100%; blood agent -40%; onset (1 minute) -10%; resistable (HT-8, doesn’t stop cycles); unreliable (14) 10%; limited use (1 use/week) -50%) 18; ° Innate Attack 0.5 (sting venom – necrotoxin; 1d-2 toxic; follow up (sting); cyclic (3 hourly cycles) 60%; cyclic (3 daily cycles) 30%; blood agent -40%; onset (1 minute) -10%; unreliable (14) 10%; limited use (1 use/week) -50%) 2; ° Innate Attack 9.3 (sting venom – immediate effects; 9d+1 toxic; follow up (sting); symptoms (severe pain, 1/3 HP) 120%; blood agent -40%; heals quickly -10%; unreliable (14) -10%; limited use (1 use/week) -50%) 41
Disadvantages: Cold Blooded (50°) [-5]; Icthyoid [-50]; Sadism [-15]; Wild Animal [-30]
Features: Born Biter 2; Quirk: Playful [-1]; Perk: Can see equally well above and below water 1
Skills: Brawling (E) DX+2 – 14 4; Intimidation (A) Will – 10 2; Stealth (A) DX – 12 2; Survival (A) Per – 12 2; Wrestle (A) DX+2 8 -14

*Cost reduced for No Manipulators (-40%).

Dunkie 105 Points
Dunkie
No one knows why Gen-Nu was breeding a genetic recreation of the Devonian beast, the dunkleosteus, but it is known that during the Gen-Nu disaster, several million infants of these genetically engineered beast – commonly known as Dunkies – were released off of several coasts. Like the bull shark, Dunkies seem to be able to thrive in both salt and fresh water, and will eat anything the can get into their massive maws. The jaws of the Dunkie is particularly impressive – their teeth able to shear through bone and even some metal poles without much effort. Dunkies have an odd innate curiosity, which leads them to “playing” in kelp beds, nosing through trash piles, and overturning small boats – they most often eat what ever they find inside, but an odd sense of “play” is often observed by witnesses.
ST: 30/33 Jaw 70* HP: 27 0 Speed: 6 0
DX: 12 24* Will: 10 35 Move (Water): 10/15 20
IQ: 3 [-140] Per: 12 45
HT: 12 20 FP: 12 0 SM: 2 (1323lbs, 13’)
Dodge: 9 Parry: 10 DR: 2/5 (skull) 15
Bite (14): 4d+2 cut (2)
Ram (14): 3d+3 cr
Tail (14): 3d cr
Advantages: Acute Smell 3 6; Combat Reflexes 15; Discriminatory Smell 15; Doesn’t Breathe (gills) 0; Electric Field Sense 10; Enhanced Move 1/2 (water; costs 1 fatigue per second -10%) 9; Hard to Kill 2 4; Hard to Subdue 2 4; High Pain Threshold 10; Night Vision 6 6; Peripheral Vision 15; Pressure Support 1 5; Reduced Consumption 3 6; Reduced Consumption 2 (Cast Iron Stomach -50%) 2; Striker (bite; cutting; cannot parry -40%; armor divisor 2 +50%; half blunt trauma -10%) 5; Striker (Ram; crushing; cannot parry -40%; Limited Arc: Straight Ahead -40%) 1; Vibration Sense (water) 10
Disadvantages: Bad Sight 4 (Motion Sensitive) [-4]; Cold Blooded (50°) [-5]; Gluttony (12-) [-5]; Icthyoid [-50]; Low Empathy [-20]; Overconfidence [-5]; Quirk (nosy) [-1]; Reduced Endurance 2 [-10]; Restricted Diet (carnivore) [-10]; Short Lifespan 1 [-10]; Wild Animal [-30]
Features: Born Biter 2
Skills: Brawling (E) DX+2 – 14 4; Intimidation (A) Will – 10 2; Stealth (A) DX – 12 2; Survival (A) Per – 12 2; Tracking (A) Per – 15 2; Wrestling (A) DX+2 – 14 8

*Cost reduced for No Manipulators (-40%).

The Legendary Kraken ∞ Points
kraken.jpg
Although most initial reports were dismissed as “fish stories”, the damages left behind by the elusive Kraken soon became too numerous to ignore – destroyed to ships, underwater constructions, partial whale carcasses, and more are all blamed on this legendary beast – but nothing more than the blurred pic of a partial tentacle has ever been captured. Judging by the scale of the pics and the damage in it’s wake, the Kraken has tentacles of at least 90 feet long. There was one lone survivor of a freighter that was sunk by a Kraken, now living semi-permanently in drunken stupor in various London pubs, who claims that the eye of the Kraken is roughly 8 feet across. No one is sure if the Kraken is a new species, or a single mutated squid monster, but if it is a lone monster, it travels amazingly fast through the oceans.
River Dragon Snapping Turtle 91 Points
River dragon
Derived from Alligator Snapping Turtles, the River Dragon Snapping Turtle is a giant beast of a turtle, weighing around 4 tons and roughly 20’ long. River Dragons swim slowly through the deepest parts of rivers, occasionally venturing into lakes and oceans looking for food, eating anything just about any organic material it can find. The jaws of a River Dragon are incredibly powerful, and there is little in the way of conventional weapons that can penetrate it’s massive shell, so the River Turtle is best avoided. Despite this, “Dragon Eggs” are a very popular delicacy collected annually at nesting grounds.
ST: 40 90* Jaw ST: 50 15 HP: 40 0 Speed: 5.25 0
DX: 9 [-20] Will: 11 45 Move: 3/6 Swim [-10]
IQ: 2 [-160] Per: 10 40
HT: 12 20 FP: 12 0 SM: +3
Dodge: 8 Parry: DR: 5/20 (Carapace) 85
Bite (11): 5d-3pi+
Tail (11): 4d+1
Stomp (11): 4d+2
Advantages: Breath Holding 2 4; Damage Reduction 2 (Carapace Only -40%) 30; Enhanced Move 1 (swimming) 20; Night Vision 4 4; Reduced Consumption 2 (Cast Iron Stomach -50%) 2; Sharp Beak 1; Temperature Tolerance 1 (cold) 1;
Disadvantages: Bad Sight 6 (Motion Sensitive) [-6]; Bad Temper [-10]; Quadruped [-35]; Reduced Endurance 1 [-3]; Wild Animal [-30]
Features: Tail
Skills: Brawl DX+2 – 114;
Techniques: Stamp Kick 11 4

*Cost reduced for No Manipulators (-40%).

Sapphire Dolphin 61 Points
Sapphire dolphin
Seeming to me a genetic variation of the Atlantic Bottlenose Dolphin, Sapphire Dolphins were first spotted off of the coast of British Columbia, their distinctive coloring making them noteworthy. Like most dolphins, Sapphire Dolphins are highly intelligent, social carnivores that use sophisticated coordinated tactics and echolocation to hunt their prey. Small pods of Sapphire Dolphins have been spotted throughout the Pacific, and seem to be much more aggressive than other dolphins, both in hunting food as well as the occasional human fatality. The Sapphire Dolphin has is said to have a wolf-like mentality – although curious and playful amongst their own pod, Sapphire Dolphins are vigilant against outsiders and patrol the ocean more like a pack of watchful fighter jets than a the typical image of a playful pod.
ST: 19 45* HP: 19 0 Speed: 6 0
DX: 13 36* Will: 10 25 Move: 8/12 10
IQ: 5 [-100] Per: 12 35
HT: 11 10 FP: 11 0 SM: 1 (8’6”, 440lbs)
Dodge: Parry: DR: 1 (Tough Skin) 3
Bite (15): 2dcut
Ram or Tail (15): 2dcr
Advantages: Combat Reflexes 15; Discriminatory Hearing 15; Doesn’t Breathe (oxygen storage, ×25 -50%) 10; Enhanced Move 1 (water) 20; Night Vision 4 (only under water -30%) 3; Peripheral Vision 15; Perk (Auto-Sleeper) 1; Perk (can see normally under and above water) 1; Perk (Light Sleeper) 1; Pressure Support 1 5; Scanning Sense: Sonar (reduced range 600 m -10%) 18; Sharp Teeth 1; Speak Underwater 5; Ultrasonic speech 10
Disadvantages: Bad Sight 2 (Motion Sensitive) [-2]; Bad Temper [-10]; Bloodlust [-10]; Chummy [-5]; Icthyoid [-50]; No Sense of Taste/Smell (smell only, can taste -50%) [-2]; Quirk (Curious) [-1]; Quirk (Playful) [-1]; Quirk (Red-Green Colorblindness) [-1]; Restricted Diet (carnivore) [-10]; Short Lifespan 1 [-10]; Wild Animal [-30]
Features: Born Biter 1
Skills: Brawling (E) DX+2 – 15 4; Intimidation (A) Will – 10 2; Stealth (A) DX – 13 2; Survival (A) Per – 12 2

*Cost reduced for No Manipulators (-40%).

Stronsay Dragon 106 Points
Stronsay_Dragon.jpg
A creature of pure nightmare, the Stronsay Dragon appears to be a conger eel affected by the Gen-Nu virus – a vicious predator that spends hides in surprisingly small spaces waiting for prey before lashing out in lightning quick assault of aquatic terror. Spending most of their life in coastal Atlantic waters of North-Western Europe, it is known than Stonsay Dragons migrate to the deep Mid-Atlantic Ridge every 5 years to breed. Stronsay Dragons are well known Deep Sea Dangers to divers.
ST: 36 78* HP: 36 0 Speed: 6 0
DX: 12 24* Will: 10 35 Move: 10 (top water speed 15) 20
IQ: 3 [-170] Per: 12 45
HT: 12 20 FP: 24 0 SM: 3 (15’ long, 3300lbs)
Dodge: Parry: DR: 5 25
Bite (14): 4d+7cut (.5)
Ram or Tail (14): 4d+2cr
Spines (8): 4d+3imp
Advantages: Acute Smell 3 6; Combat Reflexes 15; Discriminatory Smell 15; Doesn’t Breathe (gills) 0; Electric Field Sense 10; Enhanced Move 1/2 (water; costs 1 fatigue per second -10%) 9; Hard to Kill 2 4; Hard to Subdue 2 4; High Pain Threshold 10; Night Vision 6 6; Peripheral Vision 15; Pressure Support 1 5; Reduced Consumption 3 6; Striker (bite; cutting; cannot parry -40%; armor divisor 0.5 (not against skin or Tough Skin) -20%; half blunt trauma -10%) 3; Spines (short spines; limited coverage -60%) 1; Vibration Sense (water) 10
Disadvantages: Bad Sight 4 (Motion Sensitive) [-4]; Cold Blooded (50°) [-5]; Icthyoid [-50]; Low Empathy [-20]; Quirk (congenial) [-1]; Reduced Endurance 2 [-10]; Restricted Diet (carnivore) [-10]; Short Lifespan 1 [-10]; Wild Animal [-30]
Features: Born Biter 3
Skills: Brawling (E) DX+2 – 14 4; Intimidation (A) Will – 10 2; Stealth (A) DX – 12 2; Survival (A) Per – 12 2; Tracking (A) Per – 15 2; Wrestling (A) DX+2 – 14 8

*Cost reduced for No Manipulators (-40%).

Tiger Gar 95 Points
Tiger gar
Like the Alligator gar from which it is derived, Tiger Gar are large fresh water carnivores with elongated jaws filled with sharp teeth. Unlike the Alligator Gar, Tiger Gars are an aggressive predator with little fear of humans. The interlocking diamond shaped scales of a Tiger Gar are very durable, and often used in specialty jewelry; this, along with the size and danger of the fish, make the Tiger Gar a popular sport fish, though fatalities are not uncommon among fishers.
ST: 28 72* HP: 28 0 Speed: 6 0
DX: 12 24* Will: 10 35 Move: 8/24 10
IQ: 3 [-170] Per: 12 45
HT: 12 20 FP: 28 0 SM: 2 (14’6” long, 1543lbs)
Dodge: Parry: DR: 3 15
Bite (14): 3d+5cut
Ram or Tail (14): 3d+1cr
Advantages: Acute Smell 3 6; Combat Reflexes 15; Discriminatory Smell 15; Doesn’t Breathe (gills) 0; Electric Field Sense 10; Enhanced Move 2 1/2 (water) 50; Hard to Kill 2 4; Hard to Subdue 2 4; High Pain Threshold 10; Night Vision 6 6; Peripheral Vision 15; Pressure Support 1 5; Reduced Consumption 3 6; Striker (bite; cutting; cannot parry -40%; armor divisor 0.5 (not against skin or Tough Skin) -20%; half blunt trauma -10%) 3; Vibration Sense (water) 10
Disadvantages: Bad Sight 4 (Motion Sensitive) [-4]; Icthyoid [-50]; Impulsiveness [-10]; Low Empathy [-20]; Quirk (nosy) [-1]; Restricted Diet (carnivore) [-10]; Short Lifespan 1 [-10]; Wild Animal [-30]
Features: Born Biter 3
Skills: Brawling (E) DX+2 – 14 4; Intimidation (A) Will – 10 2; Stealth (A) DX – 12 2; Survival (A) Per – 12 2; Tracking (A) Per – 15 2; Wrestling (A) DX+2 – 14 8

*Cost reduced for No Manipulators (-40%).


Water Hazards

Edgerunners Langy Danukian