Nature is an overwhelming force and the Zone is a
cathedral of that power. Human life is small and everyone can feel it here. The
trees, the wall of sound, the desperation and the everpresent risk of death all
speak to the irrelevance of human life, and sometimes, when people crack, that
feeling gets inside and fills them up.
Clickers Individuals haven't just gone native, they've
gone Individual. They live up in the Cloudgrave trees with hives of secret
bees, eating blue honey and talking to the air. The honey gives them visions,
the worms they keep give them visions, being up in the trees all the time gives
them visions and huffing ground crystal and low grade resin from the plant also
gives them visions.
They have a lot of visions. It helps to make up for the
hunger. It also gives them a startling savagery in combat. Most of them believe
they are invincible and a few don't even realise they are people at all. When
they come down climbing from their hidden homes they come for rope and human
flesh.
Mainly rope, its more useful and you can't really cook
flesh up in the trees. But Clickers Individuals will straight up eat a guy,
they are famous for it. "Clickers hungry!" they say, if they say
anything at all. They tend not to use their words. No-one knows who Clicker is
or can remember meeting them but when Clickers Individuals come for you that's
who they say they are taking you to.
What Are They Like When You See Them?
The Individuals obsessively take on the identities of
Zonal animals, wearing their skins and body parts, moving like them, eating
like them and thinking like them. Many of them are so crazy that they actually
believe they *are* these creatures.
In most groups there is enough ambient sanity to stop
them doing anything _too_ insane but at the DM's discretion, if a group of
Clickers Individuals fails a morale roll then, instead of running away, they
may do something ruinously self-destructive that only that animal would do.
I.e. try to fly or curl up in a shell.
How Do They Get About The Zone?
Kinds Of Individual
Basic Individuals
If Day - Hooky-Men
Ragged cloaks of Hook Bird feathers, masks like beaks and
sharpened sticks like primitive Bakh Nagh. They attack from the lower canopy, clambering through the
branches and leaping upon their target at the last moment, screaming. Like Hook
Birds, they go after those who have already been injured or who are separated
from the group.
If Night - Moony-Men
Stitched up skins of moon moles spread between the limbs.
Some have their lips cut off, exposing their front teeth. They climb the trees
and leap down, gliding invisibly but uttering the Moon Mole cry. ('Gliding' is
pushing it, they fall at an angle.) They always stay together in a group,
biting and clawing in a frenzy.
- Morale = group size
In the Upper Canopy - Stilty-Men
Stilt Sloth skins, walking on wooden stilts strapped on
to their limbs. Passing across the fronds much like the Sloth, using the higher
canopy as a kind of highway. Slow, indifferent, almost bored. Stilty-Men
advance and strike downward with their stilts.
- Move at 1/2 speed
- Always lose initiative.
- Morale 11
- If a Silty-Man suffers impact of any kind a puff of
light but poisonous hair explodes in a 3ft radius. Anyone caught suffers 1 hp
damage to the lungs, they cough and weep blood for a full minute and make take
no other action.
Special Individuals
SpiderKids
Children squatting down on hands and feet, softly
crawling closer, disguised as any fucking thing you can imagine. Maybe that
Rhododendron bush isn't really a bush. Maybe that log isnt really a log.
Leaping for the face with daggers of sharpened bone.
- 1 HD 3 hp
- Stealth 5 in 6.
- Suprise attack +4 to hit damage x2.
Humble-Men
Big, calm, sheathed in bark-armour from a Cloudgrave
tree, all wearing helmets of Humbler Snail shell. Wielding whips made from
rope, snail radula and chips of stone and glass. They come forward calmly,
relentlessly advancing.
- 2 Hit Dice 18 hp
- Armour as chain & shield.
- Whips - attack at 6 feet, entangle random limb on a
hit, STR or DEX test to escape or auto damage.
Rat-Panther-Men
Stealthy, ruthless treetop assassins cloaked in ragged
Rat-Panther skins like hobo ninjas, wearing their skulls as masks.
Rat-Panther-Men leap, grapple, dig in their bone knives and keep digging. Its a
matter of pride and self-identity for them that they never let go.
- 2 Hit Dice, 16 hp.
- Speed x 2 standard.
- Stealth 5 in 6.
- Surprise attack +4.
- If they score a hit, Rat-Panther-men drive their knives
in further every turn, grappling and doing damage every round.
Wormlings
Plump, slow, secretive children. They rarely attack or
advance but are often left at the rear to guard something important or prevent
flanking attacks. Each one carries a familiar Zonal worm which they caress, if
endangered they fire the worm at the face of the closest person and squirm into
a hiding spot.
- Worm attack. Anyone receiving a facefull of goo must
roll d4+d8+d8 on the Tree Dreams table (page xx).
Individual Individuals
Slumberman!
Slumberman is the mightiest of Clickers Individuals and
their leader in war. (It’s not clear whether Slumberman is fully aware of
this.) He once defeated a Slumber Monkey in hand-to-hand combat and still wears
its blue skin and its skull as a hat. Slumberman advances bravely, focusing on
the most powerful and masculine enemy fighters and tends to give away surprise
attacks by making pseudo Slumber Monkey displays. (Slumberman can be distracted
by threats to Slumber Monkey eggs.)
7 Hit Dice 40 hp, +7 AB, huge Cloudgrave club d8+3 damage
, STR 18.
Clicker
The prophet and de-facto leader of the Individuals is a
mysterious and terrifying figure. Eyes rolling, jaws clacking, mouth foaming,
limbs jerking, they stumble forward like broken puppet. Clicker is in the final
stages of Dementia-Wasp poisoning. Their insides have literally begun to
ferment, filling the air with a sweet, yeasty scent and with cloud of Dementia Wasps which follow them
about, waiting for them to die. (The Individuals keep Clicker in a
rarely-visited tree and avoid them in combat.) Clicker is utterly, utterly,
utterly insane and barely connected to reality. The Individuals will honestly
try to follow their commands but it’s never really clear what their commands
are or if they are even giving them so, in effect, a kind of rough democracy
prevails where various arguments are put forth as to what Clicker is saying and
the most popular or compelling is assumed to be the truth.
- Followed by a cloud of 3d4 Dementia Wasps
Honeywoman
Honeywoman is the only high-status member of Clickers
Individuals that, in any way, has a vague idea of what is going on. She is an
ancient crone, caked with the hexagonal blue wax casts of a Tree Bee hive.
Literally built into the hive and waxed into the top of the tree, she lives a
somewhat restrained life. Individuals bring her food and water and take away
her waste when they come to ask for advice. One of the few magic-users in the
Zone, Honeywoman knows the following spells and can cast them, at will, as a
Lvl 5 Magic-User;
Detect magic, Identify, Locate Plants, Locate Object,
E.S.P, Suggest
She can also place her mind into the hive of Tree Bees
which live upon her body. If the bees do not work constantly to find food then
they will starve to death so she will never possess them for more than an hour
a day.
Can You Communicate And Deal?
It helps a lot to be seriously fucked in the head. Unless
the person speaking to them is suffering from some kind of actual madness,
clickers individuals won’t even recognise them. But if they are genuinely nuts,
or at least, drugged out of their minds, then reaction dice may be rolled. This
might lead to a parlay in some circumstances.
Honeywoman is capable of communicating with non-drugged,
non-crazy people.
Names
D6
|
First Phoneme
|
Second Phoneme
|
1
|
Xi'
|
Nuknul
|
2
|
Jo'
|
Wnanale
|
3
|
Ki'
|
Naavul
|
4
|
Br'
|
Tvnuu
|
5
|
Oo'
|
Muknu
|
6
|
Zo'
|
Knkul
|
What Are Their Treetop Lairs Like?
Grim, and generally not great places to hang out. The
Individuals move constantly and their sleeping places are guarded by Humbler
Snails and semi-tame Hook Birds when they are not present.
What Do They Want, If Anything?
They like violence, eating people and drugs. There is a
vague cultural sense that they should be ruling the Zone but nobody really has
the mental technology to turn this into a fully formed thought.
Encountering The Individuals
Clickers Individuals have the following stat lines;
Armour none, Move
standard', 1 Hit Dice, 8hp, 1d4 damage, Morale 9.
Climb 6 in 6,
Stealth 2 in 6
Any specific differences are given in the entry for that
kind of Individual.
Simple Encounter
- roll 4d4 Basic Individuals and have them attack.
Complex Encounter
- roll a d100 and add the total HD of the PC party, read across on the chart
below.
(The numbers given are included so that it’s easy to
generate a specific encounter without rolling more dice. If you want to, feel
free to generate random numbers of Individuals by rolling 2, 3, 4 or 5 d6's and
d4's)
D100+ party HD
|
Infiltrators
|
Main Force
|
Reserves
|
Rear-guard
|
1-20
|
|
4 Basic
Individuals
|
|
|
21-30
|
2 Spiderkids
|
5 Basic
Individuals
|
|
|
31-40
|
|
7 Basic
Individuals
|
2 Humble Men
|
|
41-50
|
2
Rat-Panther-Men
|
8 Basic
Individuals
|
|
|
51-60
|
2 Spiderkids
|
9 Basic
Individuals
|
2 Humble Men
|
|
61-70
|
2 Spiderkids
& 2 Rat-Panther-Men
|
11 Basic
Individuals
|
|
|
71-80
|
2 Spiderkids
& 2 Rat-Panther-Men
|
12 Basic
Individuals
|
4 Humble Men
|
|
81-90
|
3 Spiderkids
& 3 Rat-Panther-Men
|
13 Basic
Individuals
|
4 Humble Men
|
2 Wormlings
|
90-99
RAIDING PARTY
|
6 Spiderkids
& 4 Rat-Panther-Men
|
20 Basic
Individuals
|
6 Humble Men
lead by Slumberman!
|
4 Wormlings
|
100
TOTAL WAR
|
12 Spiderkids
& 8 Rat-Panther-Men
|
50 Basic
Individuals
|
12 Humble Men
lead by Slumberman!
|
6 Wormlings. Clicker is also here, urging on the
war party, or possibly trying to make them stop. He's doing something or
other.
|
The Individuals thus generated are doing whatever it makes
sense for a group of that size to be doing in the current context. If a strong
party of PC's encounters a small weak group then they may have come across a
scouting or thieving party, the PC's have the advantage. If a weak group of
PC's encounters a gigantic war party, they are probably not the intended
targets and may well have time to get out of the way.
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