3 Generations After The End: Enemies

This article is part of 3 Generations After The End, a post-apocalyptic setting suitable for any role-playing system.

Sure, any setting will have monsters, but what about the all-too-intelligent enemies you might face?

Bandits

'TCP Zombie 3' by Jeff Preston (CC-BY-3.0)

'TCP Zombie 3' by Jeff Preston (CC-BY-3.0)

Bandits cling together to get safety in numbers.

The most feared group of bandits in the Valley are those led by a mysterious, cloaked and masked man known only as Dreadnought.

Bandit
Level 1
D&D/Gamma
World 4E
Savage
Worlds
FATE Apoc.
World

Strength 13 (+1) d6 +0 0 Weird
Dexterity/Agility 17 (+3) d8 +1 1 Hard
Constitution/Vigor 13 (+1) d6 +0 0 Cool
Intelligence/Spirit 10 (+0) d6 +0 0 Sharp
Wisdom/Smarts/Will 10 (+0) d6 +0 0 Hot
Charisma/Per 10 (+0) d6 +0
Speed/Pace 6 6
Initiative +3
HP/Toughness/Health 24 [12] 6 5
AC/Parry 15 5 +1 1
♣ Sword (at-will) Attack
…damage
+6 vs. AC
1d10+3
d6+3 +1 3
♣ Sling (at-will) Attack
…damage
R20, +8 vs. AC
1d8+4
R12/24/48
2d6
+1 3
♥ Perception/Observation +5 d8 +1
D&D/Gamma World Fortitude 13 Reflex 14 Will 13
FATE Aspects Fanatical Devotion to Dreadnought (1)

Dreadnought, Bandit Captain

'TCP Scary 4' by Jeff Preston (CC-BY-3.0)

'TCP Scary 4' by Jeff Preston (CC-BY-3.0)

Little is known of Dreadnought. He’s a smart bandit leader, but is generally brutal and bloodthirsty in battle.

Dreadnought
Level 3
D&D/Gamma
World 4E
Savage
Worlds
FATE Apoc.
World

Strength 14 (+3) d8 +1 1 Weird
Dexterity/Agility 14 (+3) d8 +1 2 Hard
Constitution/Vigor 13 (+2) d8 +1 0 Cool
Intelligence/Spirit 11 (+1) d6 +0 0 Sharp
Wisdom/Smarts/Will 12 (+2) d8 +1 0 Hot
Charisma/Per 15 (+3) d10 +2
Speed/Pace 7 6
Initiative +9
HP/Toughness/Health 40 [20] 6 5
AC/Parry 17 5 +1 1
♣ Chainsaw (at-will) Attack
…damage
+8 vs. AC
2d8+3 phys & 5 ongoing
d8+3 +1 3
♣ Arm Cannon (at-will)
…damage
R20, +10 vs. Reflex
3d8+5 physical
R12/24/48
2d8
+1 3
♥ Perception/Observation +5 d8 +1
D&D/Gamma World Fortitude 14 Reflex 14 Will 16
Darkvision
Special Ability: Strange gaze: Dreadnought has line of sight on all creatures within 20 squares of him.
FATE Aspects Strange Speed (1)

Tomas the Warlord

'TCP Dwarf 3' by Jeff Preston (CC-BY-3.0)

'TCP Dwarf 3' by Jeff Preston (CC-BY-3.0)

Tomas united the people of his kingdom, Stronghold, with the promise of safety. He’s mostly made good on that promise, but life in Stronghold is hard.

Tomas sees the world in black and white terms: wizards are unnatural and should be killed.

Tomas
Level 8
D&D/Gamma
World 4E
Savage
Worlds
FATE Apoc.
World

Strength 17 (+3) d8 +0 0 Weird
Dexterity/Agility 9 (-1) d6 +1 2 Hard
Constitution/Vigor 13 (+1) d6 +0 0 Cool
Intelligence/Spirit 16 (+3) d8 +0 0 Sharp
Wisdom/Smarts/Will 10 (+0) d6 +2 1 Hot
Charisma/Per 18 (+4) d10 +0
Speed/Pace 6 5
Initiative +3
HP/Toughness/Health 95 [47] 10 9
AC/Parry 20 8 +3 4
♣ Sword (at-will)
…damage
+13 vs. AC
2d8+10 physical & prone
d8+3 +3 6
♣ Shotgun (at-will)
…damage
Ranged 5; +12 vs. Ref
3d6+8 phys.
R15/30
d8+5
+3 6
♣ Fear My Wrath +8 vs. Will 2d8 +3
…(encounter) All nearby enemies (5 squares) take damage:
…(damage) 2d8+5 fear 5
♥ Perception/ Observation +7 d8 +2
D&D/Gamma World Fortitude 21 Reflex 19 Will 21
Encounter Power: Extra Strength: As a free action, Tomas gains 20 temporary HP and makes a free sword attack.
Savage Worlds Special Ability: Extra Strength: At any time, once per fight, Tomas immediately stops being shaken and makes a sword attack.
FATE Aspects Fearsome Presence (2)

Shedra the Sorceress

'TCP Elf 2' by Jeff Preston (CC-BY-3.0)

'TCP Elf 2' by Jeff Preston (CC-BY-3.0)

Shedra is rarely seen, even inside her own domain of Sanctuary. She usually sends her priestesses to collect supplies for her strange rituals.

In persona, Shedra is calm and mysterious, always seeking her own ends.

Shedra the Witch
Level 12
D&D/Gamma
World 4E
Savage
Worlds
FATE Apoc.
World

Strength 18 (+4) d10 +3 2 Weird
Dexterity/Agility 18 (+4) d10 +3 0 Hard
Constitution/Vigor 15 (+2) d8 +1 0 Cool
Intelligence/Spirit 21 (+5) d12 +4 1 Sharp
Wisdom/Smarts/Will 19 (+4) d10 +3 3 Hot
Charisma/Per 21 (+5) d12 +4
Speed/Pace 6 5
Initiative +10
HP/Toughness/Health 400 [200] 17 14
AC/Parry 26 5 +4 7
♣ Beam (at-will) Attack
…damage
R20, +17 vs. AC
2d10 electricity
d8+3 +5 8
♣ Dazzle (at-will) Attack
…damage
+15 vs. Will
1d8+7 & dazed
2d8 +4 9
♣ Organ Twist (at-will)
…damage
R20, +15 vs. Fort
3d6+7 phys.
3d8 +4 10
♥ Perception/ Observation +10 d12 +4
D&D/Gamma World Fortitude 24 Reflex 24 Will 25
Regeneration 10
FATE Aspects Dazzling Powers (2), Cruel Streak (2)
Special Ability: Once per combat turn, remove a point of damage.

 

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