#RPG – Actual Fucking Monsters – Example Character and Combat

‘Malkash’ – Jack Cohen

‘Malkash’ was serving his conscription duties in the IDF as part of the border patrol when they were ambushed in an IED explosion and a fusilade of gunfire. Malkash lay dying of his wounds when something crawled out of the darkness and began to feast on his fallen squadmates. It began to rip at his flesh as well when a backup patrol finally arrived, scaring the creature away. Recovering from his wounds Malkash found that he, now, was hungering for human flesh and went AWOL to understand his new nature.

Nature: Predator d6 – Cannibalistic
Creation: Those Who Are Made (Twist of the Nephilim)
Trio: Mind: d6, Body: d10, Spirit: d6
Mask: Soldier D4
Skills: Athletics D8, Rifle D8, Krav Maga D8
Initiative: 14

Trio: Mind: d6, Body: d10, Spirit: d6
Mask: Soldier D4
Skills: Athletics D8, Rifle D8, Krav Maga D8
Initiative: 14

Satiation: d12 – d10 – d8 – d6 – d4
Health: d12 – d10 – d8 – d6 – d4

Monstrous Powers:
Argot d4: You can communicate in any language that is spoken or known. Forgotten languages, runes, codes or symbols require a Mind/Mask/Argot roll to decipher, depending how ancient or obscure they are. This power even extends to encrypted files, which you can understand simply by viewing the raw data (with a roll).

Camouflage d4: You can alter your skin, hair, nails and other aspects of yourself, even your clothing, to match the colours and texture of your surroundings and hide. You add your Camouflage dice to any attempts at stealth, hiding or sneaking. This is powerful enough to render you almost invisible.

Claws and Teeth d6: You have natural weapons, long razored claws, sharp fangs, an armoured tail, spines or quills, body nodules, whatever they are you roll your Claws and Teeth as damage, just like a weapon.

d8 Constant Babbling
d6 Rippling, shifting flesh.
d4 Permanently showing claws and fangs.

Bane: Stone weapons and strikes do an additional d8 damage to you.

Armour: Leather jacket and heavy duty work trousers: 1

Bug-Out Bag
Cash: $400 in notes, change and gold.
Clothing: Spare socks and underwear, poncho.
Cooking: Hexamine stove with mess tins and spork.
Firestarter: waterproof case of twenty-five, strike-anywhere matches.
Food: Tinned food, enough for nine meals as well as three chocolate bars.
Light: LED torch.
Map: Book map of the country (low detail), compass.
Medicine: First aid kit, superglue, one-hundred strong painkiller tablets. Power: Solar phone-charger.
Sleeping Gear: Sleeping bag and small tarp.
Storage: Twenty fifty-litre heavy duty bin bags, thirty zip-lock freezer bags.
Toiletries: A roll of toilet paper, a bar of soap, toothbrush and toothpaste.
Tools: Lock knife, multitool, duct tape, paracord.
Water: Three two-litre bottles.

Example of Combat

Malkash is feasting on a fresh kill, deep in the occupied territories. Word of this monster preying upon the people has spread, however, and as he feasts a pair of impromptu beast-hunters burst into the house, shouting “Allahu akbar!”

Malkash has an Initiative of 14, while these men have an Initiative of 14 as well. Because Malkash is a player character, he gets to go first.

Turn One
Malkash moves quickly to attack the first man, moving in and attacking them twice.

His first attack rolls 8, the second 6. The man he’s attacking hasn’t taken a turn yet, so only gets their basic defense. They roll 14 and 11, dodging both attacks as Malkash’s claws rip the air close to them.

The first man is hemmed in, in the doorway, and struggles to defend himself, letting off a couple of shots. While his pistol is a ranged weapon, he’s using it in melee combat, and so the difficulty to avoid the shots is not increased. The first man rolls 6 and 11 for his attacks and notes he has +2 defense until his next turn. Malkash rolls 6 and 11 to dodge, which means these blows actually hit, but with no additional damage. The pistols are medium calibre doing d6 damage, which, when added to 0 results in two hits for 5 damage each.

Malkash rolls his Body to reduce the damage, with an additional +1 from his battered leather jacket. He rolls a 1 (2) and a 5 (6). One shot passes through the sleeve of his jacket and the other grazes him. After reduction it does 3 damage, which amounts to a single Health level, reducing his Health die from d12, to d10 – which is now the maximum die type he can roll.

The second man daren’t fire into the melee without taking aim, he stands in the back door and spends two actions aiming, giving him a +2 to hit, which offsets the -2 penalty for firing into melee. For his attack he rolls 11.

Malkash rolls 9, -2 for trying to dodge bullets, which puts him at 7.

The attack hits by 4 and rolls 1 damage for a total of 5.

Malkash rolls 3+1 for 4 to reduce the damage, leaving 1 – which doesn’t harm him.

Turn Two
Another turn rolls around, Malkash concentrates all his effort into a single, aimed attack against the man he is engaged with. Malkash rolls 8+2 for his extra actions for a total of 10.

The first man rolls 8 in defense, and is struck for 2 damage.

Malkash adds his Claws Monster Power, rolling a 6 for a total of 8.

The man rolls 3 on his body, reducing this damage to 5.

He drops two die types of health from the attack, down to d8. This first man is terrified, not having truly anticipated a monster. He tries to break off from melee, spending two additional actions for defense. He rolls 7+2, for a total of 9.

Malkash ‘defends’ himself from this with a roll of 13, getting a vicious attack of opportunity as the first man tries to break free. There’s a difference of 4 to which Malkash adds a roll of 6 damage for a total of 10.

The first man rolls 2 for his body, reducing this to 8 damage. That’s still enough for his health to drop four die types from its current d8, enough to kill him, tearing his throat out.

The second man panics, seeing his friend drop and lets fly with three shots. He scores 8, 11 and 7 to hit.

Malkash scores 12, 5 and 6 to dodge.

This means that the first shot misses, and the other two hit for 6 and 1 damage respectfully. Adding the damage die for the gun raises this to 10 and 6.

Malkash rolls his body to reduce the damage, scoring 10+1 (11) and 7+1 (8). The shots go wide, ripping more holes in his jacket.

Turn Three
He snarls and leaps over the table, to negate the cover the second man has. He uses his remaining two actions for two claw attacks, rolling 7 and 14 respectively.

The second man defends himself, scoring 12 and 7. He ducks under the first claw but gets hit by the second.

The claw rolls to add damage onto the existing 7, raising it to 12. The second man reduces the damage by 1 with his Body roll, reducing it to 11. As a result he takes 5 die type levels of damage, knocking him unconscious. Malkash spends a level of satiation to heal the harm he has taken, and feeds on all three bodies to replenish his satiation.