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<H1>Critters!</H1><IMG=20
src=3D"http://www.geocities.com/TimesSquare/Dungeon/3492/wire.gif"> =
</CENTER>
<H2>Fetch</H2>
<P>Aka - <I>Will O Wisp, FireFly, Sprite</I></P>
<P>This fantastic creature has not so much been created by the Reckoners =
as by=20
the <I>Reckoning</I> itself, and is more of an interesting by product =
than an=20
Abomination designed to cause fear. The Fetch does, however, cause major =

irritation, but if pushed too far can be quite dangerous. The creature =
is=20
actually a supernatural flying insect which survives by absorbing =
magical=20
energies from the Hunting Grounds - be it from spells and such or from =
Relics of=20
power - and seems to be indigenous to swampy or humid areas. As a =
consequence of=20
it's magical contact the creature can give off a powerful, brilliant, =
magical=20
glow of it's own which, when touched, proves dangerous. This brilliant =
glow=20
varies in size depending on how "fed" the insect is, and the glow is so =
bright=20
it covers any trace of the creature at it's core - leading most to =
believe that=20
the glow itself <I>is </I>the creature. All sorts of stories and rumours =
have=20
grown up around Fetches - from them being helpful guides around swamps =
and other=20
dangerous areas, to them being mischievous sprites who delight in =
pranks. The=20
truth is that all a Fetch wants is magical energy, and lots of it. For =
without a=20
supply of energy from the Hunting Grounds the insect will eventually =
die.<BR>A=20
Fetch can detect magical sources from up to a mile away (such as =
Hucksters and=20
people carrying Relics) and will find and taunt any magic users into =
casting a=20
Hex or Spell at them, which the Fetch then feeds from and grows larger. =
Stubborn=20
Hucksters or Black Magic users are often goaded into casting a spell at =
the=20
Fetch by it giving them a "playful" zap with it's own magical powers, =
which can=20
even be fatal if the creature is off significant power!<BR>All in all =
the=20
creature is considered a nuisance by most and is usually found on trade =
routes=20
to New Orleans, Las Vegas and other gambling towns where Hucksters often =

dwell...</P>
<P><B>Apeparance</B><BR>When glowing the Fetch appears as a ball of =
intense=20
light, varying in colour from vermillion to bright white to ultramarine. =
When=20
the Fetch's glow is "off" it looks like a flying insect, no more than an =
inch=20
long and dull brown in colour. If one were to look closely enough at the =
insect=20
they would see it's eys glow with pinpricks of stored magical =
energy...</P>
<P><B>Statistics</B></P>
<P>DEFTNESS 1d6, NIMBLENESS 3d12, QUICKNESS 2d12, STRENGTH 1d4, VIGOR=20
1d8<BR>Dodge 5, Fightin:Brawlin' 1, Sneak 5 (with "lights" off)</P>
<P>COGNITION 2d8, KNOWLEDGE 1d4, MIEN 2d8, SMARTS 1d6, SPIRIT =
5d12<BR>Zap (Cog)=20
4, Trackin':Magic 6, Search 3, Area:Swamps 3, Overawe 1 per Size,=20
Survival:Swamps 2, Ridicule 5, guts N/A</P>
<P>WIND 20, SIZE 0.5 (bug), 1-8 (with glow), PACE 18 basic, TERROR =
3+SIZE (only=20
when glowing)</P>
<P><B>Special Rules</B></P>Zap - The Fetch may Zap a target within 5 =
yards,=20
causing d6 damage per size of it's glow (a Fetch of size 5 would cause =
5d6=20
damage) this counts as a magical attack and costs the Fetch a point of =
wind and=20
an action. It rolls against it's cognition to hit and normal targetting =
rules=20
apply. The Zap is deflected by mirrors and other fully reflective =
surfaces
<P></P>
<P>Glow - Touching a Fetch's glowing shell saps it of 1 point of wind =
but causes=20
1d6 dmage to the over-curious individual for every point the Fetch has =
of Size.=20
The damage is counted as magical and is done to the part of the body =
touching=20
the Fetch, like an electric shock. The Fetch may turn this glow on and =
off at=20
will, but while glowing can provide light over an area of 5 yards per =
size.</P>
<P>Immunity - The Fetch is totally immune to all magical attacks and =
spells, be=20
it Black Magic, Hexes, Miracles, Shamanic Favours etc. Casting a spell =
on a=20
Fetch (including Miracles) will actually increase it's size by 1 and the =
Fetch=20
replenishes d4 wind!</P>
<P>Relics - A Fetch can also feed from the power held within a Relic. If =
the=20
effects of a Relic can be used on the Fetch (such as hitting it with a =
holy=20
Tomahawk, or throwing magical powder over it) then the Fetch actually =
benefits=20
from the effects as detailed above for spells. The creature can also =
drain a=20
Relic of it's power by trying to envelop it in it's own glow and =
remaining there=20
for 5 minutes. A Fetch who does this has it's wind completely restored =
and=20
increases it's size by between 1 and 5, depending on the power of the =
Relic</P>
<P>Weaknesses - The Fetch can be killed as normal, bullets, explosions =
etc will=20
all kill the insect hovering at the core of the glowing ball but to hit =
it with=20
a bullet one must roll a d20, a score 20 being the bug itself (which is =
totally=20
obscured by the glowing ball - so called shots are impossible but raises =
on the=20
hit roll influencing the d20 as usual). If the bug has it's glow turned =
off for=20
some reason then it may be hit as normal, the firer suffering -8 to hit =
for a=20
target so small. Easier ways of killing the bug are as follows; Drowning =
will=20
kill the creature, and totally emersing it in water will shut off it's =
glow for=20
1d4+1 rounds. If the Fetch is shown a mirror it will attack it's own =
reflection=20
on a failed <I>Smarts(5)</I> check, Zaps being reflected back at itself =
using=20
it's own <I>Zap</I> roll to hit. If the Zap is reflected back and hits =
it's own=20
glow then the bug must make stun check at TN 7, failure means it loses =
it's glow=20
'till the Fetch recovers. Exposure to bright sunlight wil also destroy =
the=20
Fetch's magical glow</P>
<P>Dying - The Fetch's size decreases by 1 level per hour until 1, and =
it loses=20
1 point of wind per day - at zero the Fetch will die. The only way the =
Fecth can=20
restore wind is for it to absorb magical energy...</P>
<HR>

<H2>Monk Calf</H2>
<P>Aka - <I>Doom's Herald, Nature's Abomination</I></P>
<P>According to history the Monk Calf was the deformed offspring of =
cattle in=20
17th century Europe. At that time Europe was undergoing many changes and =
times=20
were hard, the Catholic religion was taking a bashing, plague and the =
Black=20
Death had killed off literally millions, and many believed the end of =
the world=20
was nigh. This fear was further excited by the advent of the Monk =
Calves,=20
twisted and deformed with a bald patch on their head (hence the name) =
and were=20
believed to have been sent by God as a sure sign that the world would =
end soon.=20
Needless to say the abominations were killed as quickly as possible and =
all=20
reports of deformed births were kept quiet by the church. <BR>Alas, with =
the=20
advent of the Reckoning in 1863 this creature has been recreated by the =
evil=20
masters of the Hunting Grounds to spread fear throughout the world. The =
creature=20
is no longer simply a helpless reject but a fully fledged abomination =
with=20
terrible powers, it is physically very weak and lacks great mobility but =
has the=20
power to assault a persons mind and shrugs off most normal attacks - =
it's main=20
weakness is its bald crown, if this area is hit in combat it may be=20
killed.</P><B>Description</B><BR>The Monk Calf is the size of a normal =
newborn=20
calf but with twisted features, a bald head, sharp teeth, and is usually =
very=20
slimy (having just been spawned from it's parent Cow - which it usually =
eats) it=20
doesn't walk too well at first but still has the instinct to kill and =
terrorise,=20
even at a few seconds old. Unlike most abominations the Monk Calf is =
born of=20
natural creatures, the Reckoners simply fertilise the female cow with =
evil and a=20
few days later the Calf is born...
<P></P><B>Statistics</B><BR>DEFTNESS 1d4, NIMBLENESS 1d6, STRENGTH 2d8,=20
QUICKNESS 3d8, VIGOR 2d6<BR>Fightin':Brawlin' 3
<P></P>
<P>COGNITION 2d4, KNOWLEDGE 3d6, MIEN 2d12, SMARTS 3d10, SPIRIT 3d12 =
<BR>Overawe=20
3, Ridicule 2</P>
<P>SIZE 5, ARMOUR 2, PACE 4, TERROR 7 (or 11 - see below),WIND 18, =
DAMAGE=20
bite=3Dstr+1d6</P><B>Special Rules</B>
<P></P>Armour - The Monk Calf's fur is like a veil of evil which cannot =
be seen=20
but provides it with protection from harm, the only unprotected place is =
it's=20
bald crown which can be hit on a -8 called shot, or a 50/50 chance of =
being hit=20
if shot in the head.
<P></P>Mind Attack - The creature can spend an action attacking a =
person's mind=20
by making an opposed spirit roll, if the creature wins then the target =
loses the=20
difference in wind, if the target wins he is unaffected by the attack =
that=20
action. The range of this attack is 25 yrds, but the Monk Calf may elect =
to=20
affect <I>all</I> targets within that range instead, but needs to net a =
raise on=20
each target before they lose any wind (ie Monk Calf rolls 21, targets =
roll 3, 7,=20
13, 18, 22, 25. Each loses 13, 9, 3, 0, 0, 0 wind respectively)
<P></P>Reputation - Anyone who sees the Monk Calf and passes an =
<I>Occult(7)</I>=20
check will recognise it as a herald of impending doom and must make an=20
incredible(11)guts check, rather than using it's Terror of 7.
<P></P>Fear Level - The mere presence of a Monk Calf raises an area's =
Fear Level=20
by 1. If the Monk Calf is destroyed, of course, the Fear Level drops =
back down=20
again. The Fear level does <I>not</I> increase by 2 if there are 2 Monk =
Calves=20
in the area...
<P></P>Weaknesses - The beast is affected by the Protection Miracle and =
related=20
Miracles. It also never grows stronger or older, as most normal calves =
do,=20
rather it stays in it's newborn state waiting for prey to scare the =
bejesus out=20
of.
<P></P>
<HR>

<H2>Devlin</H2>
<P>Aka - <I>Ashen Zombie, Fire Elemental, Hellfire Demon,</I></P>
<P>This "Abomination" is actually the physical manifestation of a Fire =
Spirit,=20
straight from the Hunting Grounds. It is an evil spirit which manifests =
itself=20
as a human sized/proportioned living flame and usually only inhabits the =
hottest=20
deserts and the depths of the earth. With the Reckoning, however, they =
have been=20
drawn to the Weird West to wreak chaos and destruction. They rarely show =
up in=20
their natural form and instead prefer to take a host body to avoid =
drawing=20
attention to themselves, they can inhabit any living creature of horse =
size or=20
smaller if they first kill the victim. The Devlin is certainly a =
dangerous=20
creature but fortunately it doesn't get on well with it's own kind, so =
finding=20
groups of Devlins is rare.=20
<P><B>Fire Spirit form</B><BR>Whilst in it's natural state the Devlin is =
about=20
6ft tall and composed entirely of hot flames, whether yellow, orange, =
red, or=20
even green the flames are still quite capable of burning somebody alive. =
The=20
Devlin cannot survive for long away from a fire source (such as a =
bonfire or=20
forest fire) and so needs to find a host soon. The Devlin loses 1 wind =
per round=20
that it is away from a natural fire source (although stronger versions =
lose wind=20
less frequently), if it's wind is reduced to 0 in this way it must =
return to the=20
Hunting Grounds for 100 days to =
recouperate.</P><B>Staistics</B><BR>DEFTNESS=20
3d8, NIMBLENESS 3d12+2, STRENGTH 0 (no mass =3D no force), QUICKNESS =
2d12+2, VIGOR=20
2d8<BR>Throwin:Flames 3, Fightin':Brawlin' 3, Dodge 4
<P></P>
<P>COGNITION 2d8, KNOWLEDGE 1d4, MIEN 4d12+4, SMARTS 1d4, SPIRIT=20
1d6<BR>Demolition 4, Overawe 4, Bluff 2</P>
<P>SIZE 6, PACE 24 max, TERROR 11, WIND 14, DAMAGE (as per fire rules in =

Deadlands Rulebook - between 1d12 and 5d12 depending on how consumed a =
target=20
is!)</P>
<P><B>Special Rules</B></P>Flame Streams - Whilst in Fire form the =
Devlin may=20
choose to throw a stream of fire at a target, costing 1 wind and 1 =
action. The=20
fire causes 3d12 damage (all wounds being applied to random locations), =
it has a=20
range of 5 yards.
<P></P>Immunity - The Devlin cannot be hurt by normal attacks, even =
magical=20
attacks such as Soulblast only cause their wind damage as the creature =
is made=20
from burning gases. Fighting the Devlin with fire will actually =
<I>add</I> d6 to=20
it's wind as it is momentarily fuelled!
<P></P>Water - The Devlin is vulnerable to water attacks, but anything =
less than=20
a bucket full will evaporate, a bucket of water thrown over a Devlin =
will cause=20
d6 wind damage, submerging the Devlin in water (or dirt) will send it =
back to=20
the Hunting Grounds for 100 days
<P></P>Feeding the Flames - A Devlin will have it's wind restored at a =
rate of=20
d6 per round until fully restored if it can reach a fire source and =
merge with=20
it, the fire source needs to be at least twice as large as the Devlin =
itself,=20
and started by something other than itself (the Devlin may not set a =
house on=20
fire and then use the fire to regenerate!)
<P></P>Fire Touch - The Devlin may set fire to any flammable source it =
touches,=20
if it hits in combat it causes 1d12 damage per success and raise when =
rolling to=20
hit, wounds applied to random locations - targets get no defence bonus =
as the=20
creature's blows cannot be blocked!.
<P></P>Protection - The Devlin and any host it inhabits is affected by =
the=20
Protection Miracle, or other such Miracles
<P></P>
<P><B>Host form</B><BR>To take over a living body the Devlin must first =
kill=20
it's victim, usually by consuming it in flames, and then hide inside =
it's belly,=20
a host will appear slightly burned (the devlin can reverse some of the =
damage=20
inflicted to the hosts skin) and can walk and talk as normal, although =
the=20
Devlin has no access to the Host's memories. The host's skin is hot to =
the touch=20
and any clothes worn may smoulder slightly. For some reason a Devlin in =
a host=20
form likes to use a whip or lariat in combat over more traditional wild =
west=20
weapons, me - I'd rather use a shotgun...</P>
<P><B>Statistics</B><BR>DEFTNESS 3d8, NIMBLENESS 3d8, STRENGTH 4d10, =
QUICKNESS=20
3d8, VIGOR 2d8<BR>Flame Gout 2, Fightin':Lariat/Whip 4, =
Fightin':Brawlin' 3,=20
Sneak 3</P>
<P>Mental traits as in Fire Form, except MIEN=3D4d10</P>
<P>SIZE 6, PACE 8/16, TERROR 7, DAMAGE as normal - STR</P>
<P><B>Special Rules</B></P>Fire Breath - the host may gout flame out of =
it's=20
mouth, costing d6 wind and 1 action, the effects are the same as Flame =
Streams=20
when in fire form
<P></P>Combustion - The Devlin may choose to combust the host at any =
point,=20
destroying the host and causing 2d12 damage to all targets within 5 =
yards=20
(wounds applied to random locations). The Devlin must then find another =
host
<P></P>Immunity - The Host takes no wind damage in combat from normal =
attacks,=20
and suffers no pain modifiers. If a Host is destroyed it combusts and =
the Devlin=20
is freed, if it reduced to zero wind then the Devlin must vacate via the =
hosts=20
mouth
<P></P>Water - The host still takes damage from water as if it were =
acid, a=20
bucket full causes 1d6 wind and 2d6 damage for each location soaked
<P></P>.=20
<HR>

<H2>Blood Scorpion</H2>
<P>Aka - <I>Vampire Scorpion, Crimson Spider, Sand Scorpion</I></P>
<P>This nasty little creature lives in the remotest parts of the desert =
and=20
looks much like your everyday scorpion, only this thing grows up to 2 =
feet long,=20
is blood red in colour, and will give you a bit more than just an =
annoying=20
sting! The Blood Scorpion keeps to it's namesake by feeding on the blood =
of=20
living creatures and then laying eggs in the wound so it's young have =
something=20
to feed on at birth. The scorpion's favourite trick is to prey on =
sleeping=20
creatures (or people) and feed on their blood after injecting a weak =
anesthetic=20
to null the pain. Afterwards it may lay eggs in the small wound which =
are hard=20
to remove. Anybody disturbing the Blood Scorpion as it feeds will =
probably get=20
themselves a nasty (and often fatal) sting from the creatures powerful =
tail. The=20
good news is that Blood Scorpions tend to be solitary, being found in =
pairs at=20
most. The bad news is that there have been reports of an even bigger =
version of=20
the creature living deep in the badlands of Arizona and Nevada...</P>
<P><B>Statistics</B><BR>DEFTNESS 1d4, NIMBLENESS 2d8, STRENGTH 2d4, =
QUICKNESS=20
2d8, VIGOR 3d8<BR>Fightin':Brawlin 2, Climbin' 2, Sneak 4, Tail Strength =
2d8=20
(not 2d4)</P>
<P>COGNITION 2d8, KNOWLEDGE 2d6, MIEN 2d6, SMARTS 1d6, SPIRIT =
1d6<BR>Search 3,=20
Trackin' 2, Area:Desert 3, Overawe 2, Survival:Desert 4</P>
<P>SIZE 2-3, TERROR 7, PACE 6, ATTACK - Pincer=3DSTR+1d4, Tail =
Barb=3DTail STR+1d4,=20
ARMOUR 1</P>
<P><B>Special Rules</B></P>Poison - Anyone taking a wound from a tail =
attack=20
stands a 75% chance of being poisoned (d4 roll of 1-3), if this happens =
then=20
they must make a Vigor(7) check at the end of each round for d6+2 =
rounds. If=20
they pass they lose just 1 wind, failure indicates a loss of d6 wind, =
going bust=20
loses d20 wind. If wind is reduced to zero then subsequent <I>Vigor</I> =
checks=20
for the poison are at TN 11 as the target is unconscious.
<P></P>Blood Sucker - If the Blood Scorpion is left to feed unmolested =
it will=20
drain 1 wind of blood per minute. Most scorpions require 5-10 mins of =
feeding,=20
larger or hungrier ones may feed for up to 20 minutes. Sleeping =
characters will=20
be awoken by a Blood Scorpion feeding on them if they pass a =
<I>Cognition(5)</I>=20
check (Light Sleepers automatically wake up) but must then make a =
<I>Guts(9)</I>=20
check as they see the huge insect chomping on their leg...
<P></P>Egg Laying - If one of the creatures is able to safely lay eggs =
in the=20
victim it is feeding from then it will. The eggs are exceedingly itchy =
and give=20
a -1 penalty to <I>all</I> actions for the host (including mental =
actions). The=20
eggs hatch after 1d6+3 days and cause a serious wound to the region as =
dozens of=20
baby Blood Scorpions claw their way out. The eggs can be prematurely and =
safely=20
removed on an <I>Medicine:Surgery(7)</I> check.
<P></P>Water Sense - These creatures would not survive long in the =
desert if it=20
weren't for their ability to find moisture. They have an almost =
supernatural=20
ability to find fresh water and can find any within a 5 mile radius if =
they pass=20
a <I>Survival(3)</I> check. Of course, any bright posse member could =
follow the=20
creature (or track it) to find the water source for himself.
<P></P>
<HR>

<H2>Buffalo Beast</H2>
<P>Aka - <I>Minoutaur, Shaggy Beast, "Great Buffalo Man" (in =
Siouan)</I></P>
<P>Just thought I'd try and put some "meat" to that picture in the=20
<I>Deadlands</I> Rulebook which shows Indians battling with some chunky =
Minotaur=20
beastie.<BR>Well, it's my understanding that the creature is a new =
abomination=20
created by the Reckoners to terrorise the poor plains people of the =
Coyote=20
Confederacy. The creature is half man, half buffalo - not unlike the =
Minotaurs=20
of ancient myth - which actually feeds upon plants and veg, not meat, =
but will=20
violently defend their territory and herd. The beasts tend to move in =
very small=20
groups of up to 12 individuals, usually all related to each other and =
have=20
proven to be fairly intelligent. It is even rumoured that some =
enterprising=20
tribe has begun training the animals as either beasts of burden, or even =

creatures of war. Certainly a wild beast could not be trained in such a =
way, but=20
a young Buffalo Beast could concievably be "tamed". Freak shows and =
circuses are=20
reported to be paying up to $250 for a live young 'un. Whoever tries to =
capture=20
one had best be prepared to deal with its angry parents.</P>
<P><B>Statistics</B><BR>DEFTNESS 2d4, NIMBLENESS 4d8, STRENGTH 2d12+6, =
QUICKNESS=20
6d6, VIGOR 2d12+6<BR>Throwin':Rocks , Climbin' 1, Dodge 1, =
Fightin':Brawlin'=20
4</P>
<P>COGNITION 2d6, KNOWLEDGE 3d6, MIEN 2d8, SMARTS 1d10, SPIRIT =
2d8<BR>Overawe 5,=20
Survival:Plains 3, Survival:woodland 2, Guts 4</P>
<P>SIZE 10-15 (largest on record is 15ft tall), TERROR 9, PACE 12/24, =
ARMOUR 1=20
(due to shaggy hide), DAMAGE stamp/punch=3DSTR+1d4 gore=3DSTR+2d6</P>
<P><B>Special Rules</B></P>Training - It is possible to train one of =
these=20
animals from birth but considering it takes them 2 years to reach =
maturity it=20
hardly seems likely the posse would ever do this, although others may =
have=20
already started...
<P></P>
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