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Creatures

Below are descriptions of the encounters presented in the Installation Generator.

Cargo Android

6 HP, 2 Armor, 12 STR, 8 DEX, 6 WIL, Cargo Clamp (1d8, Grapple)

  • A bulky android designed for cargo handling, equipped with a cargo clamp.
  • Its quirk is that it can carry heavy loads effortlessly.
  • Cargo Clamp can grapple and crush targets.

Defense Robot

4 HP, 3 Armor, 14 STR, 10 DEX, 10 WIL, Gatling Gun (1d8, Rapid Fire)

  • A sleek, heavily armored robot with multiple weapon attachments.
  • Its quirk is that it can activate an energy shield for a limited time.
  • Gatling Gun has a high rate of fire, allowing multiple attacks in a single turn.

Disused Android

4 HP, 1 Armor, 10 STR, 6 DEX, 3 WIL, Blunt Object (1d6)

  • A rusted and decrepit humanoid android, covered in dust and cobwebs.
  • Its quirk is that it occasionally emits static bursts from its speakers.
  • When reduced to 0 HP, it releases a blinding flash of light, temporarily blinding those nearby.

Elemental Being

12 HP, 2 Armor, 14 STR, 8 DEX, 10 WIL, Elemental Attacks (1d10, Elemental)

  • A being composed of elemental energy with the power to manipulate elements.
  • Its quirk is that it can control and harness elemental forces.
  • Elemental Attacks can have various elemental effects.

Elite Soldier

6 HP, 3 Armor, 14 STR, 14 DEX, 12 WIL, Assault Rifle (2d6, Burst Fire)

  • A highly trained and well-equipped soldier in advanced combat armor.
  • The elite soldier’s quirk is that they can issue tactical commands to allies.
  • Assault Rifle can fire in burst mode, hitting multiple targets.

Flying Alien

10 HP, No Armor, 8 STR, 14 DEX, 8 WIL, Sonic Screech (1d8, Sonic)

  • A winged alien capable of agile flight and emitting a deafening screech.
  • Its quirk is that it can fly effortlessly through various environments.
  • Sonic Screech can disorient and stun targets.

Genetic Experiment

6 HP, 2 Armor, 14 STR, 12 DEX, 6 WIL, Claws (1d8)

  • A grotesque, mutated creature with mismatched limbs and sharp claws.
  • Its quirk is that it can emit toxic spores when threatened.
  • Successful claw attacks have a chance to cause bleeding.

Hunter

5 HP, 2 Armor, 12 STR, 14 DEX, 10 WIL, Compound Bow (1d10, Accurate)

  • A skilled hunter with a compound bow and camouflage gear.
  • The hunter’s quirk is that they are excellent trackers.
  • Compound Bow is highly accurate.

Interdimensional Explorer

8 HP, No Armor, 8 STR, 12 DEX, 12 WIL, Dimensional Manipulator (No direct combat abilities)

  • An explorer with a device capable of opening dimensional rifts.
  • The interdimensional explorer’s quirk is that they can access alternate realities.
  • None for direct combat.

Maintenance Android

3 HP, 1 Armor, 8 STR, 6 DEX, 8 WIL, Repair Tools (No direct combat abilities)

  • A maintenance android with tools for repairing and maintaining machinery.
  • Its quirk is that it can perform emergency repairs on allies or machinery.
  • None for direct combat.

Malfunctioning Robot/Android

2 HP, 1 Armor, 8 STR, 6 DEX, 8 WIL, Random Weapons (Unpredictable)

  • A malfunctioning robot with erratic behavior and unpredictable weaponry.
  • Its quirk is that it may suddenly change targets or weapons during combat.
  • Random Weapons can have various unpredictable effects.

Mechanical Creature

8 HP, 2 Armor, 10 STR, 10 DEX, 4 WIL, Buzzsaw Appendage (1d8, Cutting)

  • A strange mechanical creature with buzzsaw appendages.
  • Its quirk is that it can interface with and control machinery.
  • Buzzsaw Appendage can cut through obstacles and cause bleeding.

Mercenary

6 HP, 3 Armor, 12 STR, 10 DEX, 6 WIL, Assault Rifle (2d6, Burst Fire)

  • A battle-hardened mercenary equipped with heavy armor and an assault rifle.
  • The mercenary’s quirk is that they have a reputation for completing contracts.
  • Assault Rifle can fire in burst mode.

Mutant Creature

8 HP, 1 Armor, 12 STR, 8 DEX, 6 WIL, Venomous Bite (1d8, Poison)

  • A mutated creature with grotesque features and venomous fangs.
  • Its quirk is that it can emit a toxic cloud when threatened.
  • Venomous Bite inflicts poison damage.

Nocturnal Creature

4 HP, No Armor, 10 STR, 12 DEX, 6 WIL, Night Vision (Nocturnal Hunter)

  • A creature adapted to nocturnal hunting, with enhanced night vision.
  • Its quirk is that it can see perfectly in complete darkness.
  • None for direct combat.

Officer

4 HP, 2 Armor, 12 STR, 10 DEX, 14 WIL, Sidearm (1d8, Precise)

  • A disciplined officer in a formal uniform, carrying a precision sidearm.
  • The officer’s quirk is that they can rally and inspire nearby allies.
  • Sidearm is highly accurate.

Predator

8 HP, 1 Armor, 14 STR, 12 DEX, 8 WIL, Sharp Claws (1d10, Pounce)

  • A deadly predator with razor-sharp claws and keen senses.
  • Its quirk is that it can stalk and ambush prey from concealment.
  • Pounce allows the predator to make a devastating surprise attack.

Scientist

2 HP, No Armor, 8 STR, 10 DEX, 14 WIL, Research Notes (No direct combat abilities)

  • A bespectacled scientist in a lab coat, carrying research notes and tools.
  • The scientist’s quirk is that they can provide useful information or items.
  • None for direct combat.

Security Robot

8 HP, 3 Armor, 12 STR, 8 DEX, 6 WIL, Energy Baton (1d8, Shock)

  • A menacing security robot with an energy baton.
  • Its quirk is that it can activate a stun mode on its baton.
  • Energy Baton inflicts shock damage and can stun targets.

Security System

10 HP, No Armor, 4 STR, 12 DEX, 8 WIL, Automated Turrets (2d6, Automatic)

  • An automated security system with surveillance cameras and turrets.
  • Its quirk is that it can lock down areas and activate traps.
  • Automated Turrets can fire automatically at intruders.

Shadow

4 HP, No Armor, 3 STR, 14 DEX, 12 WIL, Stealth (Invisibility)

  • A shadowy, intangible being that can phase through objects.
  • Its quirk is that it can become invisible at will.
  • None for direct combat.

Smuggler

4 HP, 1 Armor, 10 STR, 10 DEX, 12 WIL, Smuggler’s Pistol (1d6, Concealable)

  • A shifty-looking character with a concealed pistol and smuggling gear.
  • The smuggler’s quirk is that they are skilled at sneaking and evading authorities.
  • Smuggler’s Pistol is easy to hide.

Space Abyss Explorer

8 HP, No Armor, 8 STR, 12 DEX, 12 WIL, Abyssal Probe (1d8, Abyssal Energy)

  • A fearless explorer of space abysses, armed with an abyssal probe.
  • The space abyss explorer’s quirk is that they can resist the effects of abyssal energy.
  • Abyssal Probe channels abyssal energy.

Space Explorer

3 HP, 2 Armor, 12 STR, 10 DEX, 12 WIL, Laser Cutter (1d8, Cutting)

  • A space explorer in an advanced suit with a laser cutter tool.
  • The space explorer’s quirk is that they can repair and modify technology.
  • Laser Cutter can cut through obstacles and damage machinery.

Star Leviathan

16 HP, 3 Armor, 18 STR, 6 DEX, 12 WIL, (d12, Starlight Energy Beams, blast)

  • A colossal space creature with armored skin and cosmic tentacles. Can generate intense gravity fields and spew beams of starlight energy.
  • Its immense cosmic presence and ability to manipulate gravity make it a force to be reckoned with.
  • When critically damaged, disrupts the fabric of space, creating an unstable gravitational anomaly that draws in and damages nearby enemies, while also using the gravitational energy to fortify its own resilience.

Star Kraken

18 HP, 3 Armor, 16 STR, 6 DEX, 10 WIL, (d12 Devastating Cosmic Energy Beams, blast)

  • A massive sea creature hailing from space. Possesses giant tentacles and can emit devastating cosmic energy beams.
  • Its cosmic origin and immense size make it a formidable and awe-inspiring opponent.
  • When critically damaged, unleashes a surge of cosmic energy, creating a localized cosmic storm that damages and disorients nearby enemies, while also using the energy to repair and regenerate its own wounds.

Surveillance Robot

2 HP, No Armor, 10 STR, 8 DEX, 6 WIL, Surveillance Camera (No direct combat abilities)

  • A small, flying robot equipped with surveillance cameras.
  • Its quirk is that it can hack into electronic systems.
  • None for direct combat.

Technician

2 HP, No Armor, 8 STR, 10 DEX, 12 WIL, Hacking Kit (No direct combat abilities)

  • A skilled technician with a hacking kit and expertise in electronic systems.
  • The technician’s quirk is that they can disable security measures.
  • None for direct combat.

Tentacled Alien

6 HP, No Armor, 8 STR, 10 DEX, 6 WIL, Tentacles (1d6, Grapple)

  • A bizarre, tentacled alien creature with bioluminescent skin.
  • Its quirk is that it can emit a mesmerizing light display.
  • Tentacles can grapple and restrain targets.

Thief

2 HP, No Armor, 8 STR, 14 DEX, 12 WIL, Lockpicks (1d6, Precise)

  • A nimble thief skilled in stealth and lockpicking.
  • The thief’s quirk is that they can easily slip through tight spaces.
  • Lockpicks are precise and can bypass locks quietly.

Worker Android

2 HP, 1 Armor, 12 STR, 6 DEX, 6 WIL, Welding Torch (1d6, Heat)

  • An android designed for manual labor, holding a welding torch.
  • Its quirk is that it can perform simple repair tasks.
  • Welding Torch inflicts burning damage.