These Idyllic States: Dr. Odd’s Creations

Lazarus Men

The Lazarus Men are a scientific marvel. They are corpses brought back to an ambulatory state and capable of making decisions once again. Effectively they are given life via a combination of chemicals and energy application. What Dr. Odd refers to as Mark I Lazarus Men are little more than shambling corpses. They go down and stay down if sufficient trauma affects the body. Mark II Lazarus Men can effectively think, but not with the same facility that a normal human has. They are also slow and clumsy to an extent. Mark III Lazarus Men, whose bodies need to be killed by the conversion process itself, are effectively low-grade humans. They are still slow, but they can undertake complex tasks and think for themselves. Unlike the other variants, Mark IIIs can heal minor injuries if they put enough thought to it. Physically they do not require air, water or food, and their bodies show no signs of standard decay. It is possible that they could live for centuries before they deteriorated to a point analogous to death.

Lazarus Men do not return to life bearing their former personalities, but rather are like those with total memory loss. They don’t have experiences before waking up in Dr. Odd’s apparatus, and don’t harbor ill will to him for killing them or experimenting on them before reviving them. In fact, most of them see him as their distracted, inattentive father. They can remember how to perform actions and skills hindered only by their physical or mental limitations. So, it is not extremely unusual for Dr. Odd to have a wide variety of skills available in his family of dead men.

Lazarus Man Mark I
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d4
Pace: 6″, Parry: 5, Toughness: 8
Special Abilities:

  • Fearless: Lazarus Men are immune to Fear and Intimidation.
  • Undead: +2 Toughness, +2 to recover from being Shaken. Called shots do no extra damage.

Lazarus Man Mark II
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d10, Vigor d6
Skills: Climbing d6, Fighting d6, Notice d6
Pace: 6″, Parry: 5, Toughness: 7
Gear: Varies, but no more complex than a club.
Special Abilities:

  • Fearless: Lazarus Men are immune to Fear and Intimidation.
  • Undead: +2 Toughness, +2 to recover from being Shaken. Called shots do no extra damage.

Lazarus Man Mark III
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Climbing d6, Driving d6, Fighting d8, Notice d8, Shooting d4, Stealth d6, Swimming d6,  Throwing d6
Pace: 6″, Parry: 6, Toughness: 7
Gear: Varies
Special Abilities:

  • Fearless: Lazarus Men are immune to Fear and Intimidation.
  • Undead: +2 Toughness, +2 to recover from being Shaken. Called shots do no extra damage.

Warwolves

Warwolves are an idea that Dr. Odd toyed with and discarded as a physical success, but a failure for his ultimate purpose. They created as upgraded animals that could be controlled on a battlefield like machines. The perfect soldiers. However, while he succeeded at physically mutating his specimens for strength, speed and ferocity, he only managed to establish a fear response and a pleasure response on command. He further layered a pheromone response to include his own scent as a precaution, but while he could cause them pleasure to remain within a certain broadcast area and to fear him at the press of a button, he could not instill a desire to attack certain targets or to stop attacking. Essentially, a warwolf is as dangerous an adversary as a pack of large, extremely aggressive wolves can be.

Warwolf Drone
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Guts d8, Notice d10, Stealth d10, Tracking d10
Pace: 8, Parry: 5, Toughness: 5
Special Abilities:

  • Bite: Str+d4
  • Fleet Footed: Warwolves roll a d10 when running instead of a d6.
  • Go for the Throat: Warwolves instinctively go for the opponent’s soft spots. With a raise on an attack roll, it hits the target’s most weakly-armored location.
  • Embedded Receiver: Warwolves have a radio receiver embedded near the base of the skull which causes them fear, pleasure or pain, which they do not get to test to avoid. Only Dr. Odd has the frequency to broadcast each feeling.

Warwolf Alpha
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Guts d8, Notice d10, Stealth d10, Survival d10
Pace: 8, Parry: 6, Toughness: 6
Special Abilities:

  • Bite: Str+d4
  • Fleet Footed: Warwolves roll a d10 when running instead of a d6.
  • Go for the Throat: Warwolves instinctively go for the opponent’s soft spots. With a raise on an attack roll, it hits the target’s most weakly-armored location.
  • Embedded Receiver: Warwolves have a radio receiver embedded near the base of the skull which causes them fear, pleasure or pain, which they do not get to test to avoid. Only Dr. Odd has the frequency to broadcast each feeling.
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About Byron D. Molix

I am an information technology professional in Missouri. I've been an avid fan of fantasy and science fiction novels, comic books, pen and paper role-playing games, computer games and console video games for the last two decades. My dream would be to one day make a comfortable living while having the time to pursue writing (novels, rpgs, etc.) as a full-time hobby.

Posted on May 25, 2012, in Gaming, Savage Worlds and tagged , , . Bookmark the permalink. Leave a comment.

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